At 09:59 AM 11/11/2005 +0000, you wrote:

[...]
However, using an HSV colour space throughout the render pipeline might not
be too hard. Create a custom HSV channel and in certain shaders do the
conversion. Say in Surface Properties for objects, and Light Properties for
lights.


Long live the channels again!



There's a definite downside to HSV too though. [.....]
This works out as dark mustard yellow!


I see the problem...



Averaging Hue's doesn't work. The Raytracing process would have to become a
lot more complex in it's calculations to work out the correct results. At
the moment I'm not sure what calculations would do the job. HSV is tricky to
work in. V works okay but H can't be averaged at all and S needs to be
changed based on what the other two channels are doing, so can't be dealt
with linear interpolation. I guess this is why there's no GPU's that work in
HSV!

I think it'd be quite a breakthrough in rendering quality if someone could
get a working HSV raytracing engine. Every time there's overbright areas in
a computer generated image the saturation is always wrong in additive RGB.
Maybe a solution is a hybrid that uses S and V in illumination, coupled with
RGB processing to derive colours?

David Coombes


Maybe it's not such a problem that all the internal data processing is RGB... it should help that everything is 64-bit FP precision so no information is lost. Tools like your scripts could help step by step...

thanks for the elaborate mail,
Mark H

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