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ericportis.com | ||
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svgees.us
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| | | | | [AI summary] This blog post explains the technical concept of color gamuts, comparing different display standards like sRGB, DCI P3, and BT.2020 using chromaticity diagrams and introducing the more perceptually uniform OKLab color space. | |
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piccalil.li
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| | | | | Kevin is back with the follow up to part one of this series. This time, Kevin goes deep on how functional the newer colour capabilities are in practice to hopefully, encourage more designers to use their browser more often. | |
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eng.aurelienpierre.com
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| | | | | The saturation control of pretty much all image processing software is an unfortunate misnomer, to say the least. It actually controls either the chroma in Ych-like spaces (computed from CIE Yxy 1931, Yuv or YCbCr spaces), or some remote idea of saturation as used by HSL spaces, which are essentially a polar rewriting of RGB coordinates (usually expressed in sRGB space). The "saturation" as defined by the HSL space has been proven times and times again to hold no perceptual meaning and finds its origin i... | |
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therealmjp.github.io
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| | | So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea... | ||