blog_posts/minimal_agx_implementation #12
Replies: 8 comments 20 replies
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Thanks for this code! How did you compute the matrices? I guess linear sRGB space is assumed? I am interested in re-deriving the inset matrix so that it works for AcesCG. |
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Thanks for providing an easy-to-follow implementation!
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Hi, thanks for this code! It seems to work quite well in my Godot prototype 🙂 I have two questions:
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Thank you for sharing this work! During review of an implementation in the three.js open source library, a question was raised about the luminance coefficients: 0.2126, 0.7152, 0.0722. These appear to be the standard coefficients for BT.709 primaries, but (to my understanding) we're working in a log space derived from Rec.2020 when applying the AgX looks. Do you know whether that's correct, and (if so) why that would be? |
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Thank you for the code! Here's the implementation for UE 5.3 https://gist.github.com/nxrighthere/eb208dae8b66dbe452af223f276e46cc |
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This is not a fitting, but the exact solution I obtained through algebraic simplification. |
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But what is the point of |
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Your polynomial is a pretty great equivalent to the original curve! I'm looking to make a polynomial approximation of the Blender AgX sigmoid curve, which is similar to this one. I've been trying with different sample sizes as input to a calculator, with or without some extra padding... and a lot of trial and error! What tools/calculators/process did you use to get this formula? |
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blog_posts/minimal_agx_implementation
Contains a minimal implementation of Troy Sobotka's AgX display transform, which is easy to drop into any existing codebase - especially for testing purposes.
https://iolite-engine.com/blog_posts/minimal_agx_implementation
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