Richard Sahlin

Results 78 comments of Richard Sahlin

Regarding comment from @MiiBond > I see this extension as something that a viewer or exporter would support but not something that an importer would probably read. To me, this...

>Agreed we ideally need different LUTs for different destinations. In my opinion they belong to the destination (engine) and not inside the asset. See them as a type of filter...

To solve the questions of how to handle multiple loaded glTFs with or without this extension: - Remove the option of specifying rangeExtension and gamma for the OOTF - they...

> This is insanity. Surely other people have pointed out how this is an untenable mess? Hi @sobotka and thanks for taking part in this discussion. Before we go any...

Hi @romainguy and thanks for your comments > Note that PQ is used in game engines as the transfer function for HDR output (as dictated by HDR10 and Dolby Vision),...

> It's still misleading to point to engines supporting PQ because they are not using it in the way you are defining here at all. They use PQ because that's...

> Honestly I think at this stage a better solution to this problem is something I was discussing with @elalish: an extension that precisely define an exposure scalar factor, and...

> All of those games use “tone” curves; some form of open domain tristimulus to closed domain “compression”. Full stop. Speak with any of the pipeline developers to confirm this....

> It would be a better solution because it would give content creators full control over image formation, including color grading and tone mapping. That is not the purpose of...

> These two statements cannot exist together. They are in a tautological opposition. > > There is no need to redefine display colourimetry for BT.2100; it’s already done. > >...