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[Question] how "Remove banding" code works? #26
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Does the web link above the dither function answer your question? |
No. I asked about "Remove banding" code, not only about dithering |
thank you. |
The remove banding code is using dithering to make color changes less visible. |
is this code did not make monte-carlo convergence worse? |
I have added the 'Dither' checkbox locally to quickly toggle
its contribution. This functionality will be added soon, in a future update.
…-mkl
On Tue, Nov 21, 2023 at 12:57 PM Dmytro ***@***.***> wrote:
The dither code is to remove banding. This is more visible with the "Sun &
Sky" environment. If Dither is active, those banding are less visible, even
in the first frames. [image: image]
<https://user-images.githubusercontent.com/38076163/284561419-88ebfb4b-4cf0-417b-8712-a1721cce9d65.png>
there is no "Dither" checkbox in code
[image: image]
<https://user-images.githubusercontent.com/3808839/284570249-6e3cf0f1-0a0c-4db6-8556-8d184e745032.png>
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is this code did not make monte-carlo convergence worse? |
The dither is integrated into the post-processing stage, where it adjusts colors similar to the tonemapper. However, it should be noted that it operates independently of the Monte-Carlo convergence computation. |
Please explain how "Remove banding" from shaders/post.frag works:
// Remove banding
uvec3 r = pcg3d(uvec3(gl_FragCoord.xy, 0));
vec3 noise = uintBitsToFloat(0x3f800000 | (r >> 9)) - 1.0f;
color = dither(sRGBToLinear(color), noise, 1. / 255.);
and give please example file to check this code.
I dont see differencies in many scenes
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