@[email protected] to [email protected]English • 2 months agoA Valve engineer fixed 3D lighting so hard he had to tell all the graphics card manufacturers their math was wrong, and the reaction was: 'I hate you'www.pcgamer.comexternal-linkmessage-square25fedilinkarrow-up1357arrow-down16file-textcross-posted to: pcgaming[email protected][email protected]nvidia
arrow-up1351arrow-down1external-linkA Valve engineer fixed 3D lighting so hard he had to tell all the graphics card manufacturers their math was wrong, and the reaction was: 'I hate you'www.pcgamer.com@[email protected] to [email protected]English • 2 months agomessage-square25fedilinkfile-textcross-posted to: pcgaming[email protected][email protected]nvidia
minus-square@[email protected]linkfedilinkEnglish7•2 months agoEveryone’s saying RGB is the problem, but what’s the alternative? CMYK?
minus-square@[email protected]linkfedilinkEnglish7•2 months agoThe way I read about it they were merely talking about out gamma correction. Or HDR—>SDR mapping - I wouldn’t say the article is super clear.
minus-square@[email protected]linkfedilinkEnglish1•edit-22 months agoAllow me to introduce you to the perceptually uniform color spaces, CIELAB, CIELUV and HSLuv, something I needed for a project I was working on a few years ago: https://programmingdesignsystems.com/color/perceptually-uniform-color-spaces/
Everyone’s saying RGB is the problem, but what’s the alternative? CMYK?
The way I read about it they were merely talking about out gamma correction. Or HDR—>SDR mapping - I wouldn’t say the article is super clear.
Allow me to introduce you to the perceptually uniform color spaces, CIELAB, CIELUV and HSLuv, something I needed for a project I was working on a few years ago:
https://programmingdesignsystems.com/color/perceptually-uniform-color-spaces/