Cyander's forum posts
Hd will end eventually, to what extent it will continue, I don't know. But, the true cinematic glory would be in what I like to call RD... Real Definition. From high definition to real definition. Where, you won't be able to tell the distance if you're looking out a window, or a Television. lol. It'll happen eventually.
"RD" won't come from pushing pixels... it will come from better film making processes and HDR technologies. Right now, false lighting, inability of film to handle light sources the way our eye can, and overcompression of sources hurt.
[QUOTE="mazza558"] [QUOTE="AcidRonen"]what a waste of hardwareTE_Lawrence
Did you even read any of the posts in this thread?
Funny how it seems like no sheep nor lemming here actually can read. :(
Well, it gets worse, if you read the full thread now, it gets rather technically involved as to exactly what they are doing. They aren't using the HDR hardware in a normal way, but using the CIE colorspace (rather than RGB) so that they can still get accurate lighting without even touching floating-point RGB. For those that don't know, RGB only covers about half the visible color gamut, and because of limitations of representing colors as Red, Green and Blue channels, makes for bad lighting calculations. HDR is a solution to get more accurate lighting without ditching RGB. CIE-LUV in this case, can represent the entire visible gamut, and get more accurate lighting and color representation without needing extra precision or floating point. The catch is that they use a few shader operations to do the conversion before it is placed in the framebuffer, and then converting back to RGB when it comes time to display the frame itself. What this means is that you lose a bit of shader performance, but you also only need half the bandwidth to the framebuffer (and half the space for the framebuffer).[QUOTE="AstroGeology"]Why as a member on a dev. team would some SW thread bug you that much to come and respond lol I told a friend who happens to work at Bioware about this, was a nice laugh. Not much sleep eh? Just curious, goodluck with HS.Bananna2
They got upset when they sow it so he did have to com in here and own that noob(red cloak)
Well, when you discover something that is quite useful for development... and then discover that when you start talking a bit about it, that it is being used by some uneducated kid to bash you, you might take it a little personally too. He dropped in when this thread got posted into the thread where the comments themselves were made on Beyond3D.[QUOTE="Cyander"]Hmm, thanks for the updated post from Beyond3D El_Indigo. I pretty much get the concept that nAo is putting forth, and why it is a good thing. Especially considering he is right about one thing: RGB is awful for lighting. There is no simple way to do lighting calculations in the RGB colorspace. We actually use YUV for video (MPEG-4, etc get their level of compressibility from using the YUV colorspace, BTW), and HSL tends to be used in high-end photo/print work done digitally (where you have greater control of the final result). I remember some of the RGB-based lighting I tried to do, and none of it looked truly natural... HSL or YUV both would be better for controlling this, although I would definitely be interested in some of the findings that they had about what colorspace is proving to be more beneficial. While I am a little rusty on some of the more modern 3D engine designs, especially some of the advanced shaders... nAo now has me thinking a little more about this software problem. El_Indigo
why don't you register on b3d and talk to Marco and Deano
I might do that at some point... Maybe get caught up with some of the newer stuff coming out again. :)Already have enough gunk pre-ordered and paid for to keep busy until January.
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