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Am 21.12.2010 12:00, schrieb scott:
> Agreed, as I wrote already it might be a good idea for an additional
> keyword (to be used in colour maps) that specifies whether you want
> physical linear interpolation (which will "look" non-linear) or some
> other interpolation type suited to the human visual system. This would
> be totally separate to any gamma settings, as it has nothing to do with
> gamma.
Not sure whether I mentioned it here or not, but such a mechanism has
already been on my agenda for a while (it will not make it into 3.7.0
proper though); the syntax would be something along the lines of
pigment {
gradient y
color_map {
perceptual
[0.0 rgb 0]
[0.5 rgb 1]
[1.0 rgb 0.5]
}
}
(The example also showcases the problem with the poly_wave workaround
you mention, which only works for gradients running from [0.0 rgb 0] to
[1.0 Some_Color].)
Pigment maps will need the same mechanism, btw. I also thought about
whether it would make sense in texture maps, but I guess that's too
complicated to implement, for too little gain.
>> As for whether eg. surface shading looks more realistic with the new
>> gamma handling or the old one, it would be interesting to see some
>> actual comparisons with photographs.
>
> The problem with that kind of test is that you are also testing the
> surface lighting equations used in POV (which are a simplification of
> real surfaces). I wasn't aware there was any doubt as to whether the new
> gamma was more accurate (you can simply test it with a black/white
> checkerboard next to 50% grey).
There's also the problem that photographs may be non-linear as well;
digital cameras aren't typically calibrated, and photographic paper has
non-linearities, too.
A typical reference image would be the Cornell Box (see
http://www.graphics.cornell.edu/online/box/).
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