blender/intern/opencolorio
Clément Foucault 852cdd476b ColorManagement: Dithering Improvement
- Unlock property range.
- Use triangular noise to keep perceptual noise error more uniform.
  Remap range to preserve perceptual intensity.
- Center noise distribution around 0 for GPU implementation because of
  rounding.
- Do dithering after merging overlays.

Effect of using triangular noise is not really noticeable if you don't use
really low bitdepth. But doing a test in the shader were we artificially
reduce the bitdepth (`col = (col * 16) / 16;`) reveals the real difference.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6850
2020-02-17 15:47:17 +01:00
..
CMakeLists.txt CMake: Refactor external dependencies handling 2020-01-23 16:59:18 +01:00
fallback_impl.cc Fix T73796: Memory leak saving image 2020-02-15 15:24:03 +11:00
gpu_shader_display_transform_vertex.glsl ClangFormat: apply to source, most of intern 2019-04-17 06:21:24 +02:00
gpu_shader_display_transform.glsl ColorManagement: Dithering Improvement 2020-02-17 15:47:17 +01:00
ocio_capi.cc DRW: Color Management improvement 2020-02-11 15:19:04 +01:00
ocio_capi.h DRW: Color Management improvement 2020-02-11 15:19:04 +01:00
ocio_impl_glsl.cc DRW: Color Management improvement 2020-02-11 15:19:04 +01:00
ocio_impl.cc DRW: Color Management improvement 2020-02-11 15:19:04 +01:00
ocio_impl.h DRW: Color Management improvement 2020-02-11 15:19:04 +01:00