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Dimas

@Dimas@social.edu.nl
  • Open on social.edu.nl
0 Followers
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4 Posts
Joined October 06, 2025

Posts

Open post
Dimas
Dimas @Dimas@social.edu.nl · Mar 02, 2026
Dimas
@Dimas@social.edu.nl
social.edu.nl
Replying to @echo_pbreyer@digitalcourage.social
@echo_pbreyer@digitalcourage.social Nice! What will be voted on for the plenary vote?
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Open post
Dimas
Dimas @Dimas@social.edu.nl · Nov 25, 2025
Dimas
@Dimas@social.edu.nl
social.edu.nl
Replying to @MomentsInGraphics@mastodon.gamedev.place
@MomentsInGraphics@mastodon.gamedev.place Yeah, I'm just not that big of a fan of stochastic methods. For a path tracer this doesn't seem like much of a problem, but for something like games I would like to avoid that kind of noise. I did find this one tho: http://www.thetenthplanet.de/archives/4519 where they shortly mention using 615nm, 535nm and 445nm for r, g, and b, which apparently works for their atmosphere, but I haven't been able to compare it to proper spectral yet.
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Open post
Dimas
Dimas @Dimas@social.edu.nl · Nov 25, 2025
Dimas
@Dimas@social.edu.nl
social.edu.nl
Replying to @MomentsInGraphics@mastodon.gamedev.place
@MomentsInGraphics@mastodon.gamedev.place Ah, that's unfortunate
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Open post
Dimas
Dimas @Dimas@social.edu.nl · Nov 25, 2025
Dimas
@Dimas@social.edu.nl
social.edu.nl
Replying to @MomentsInGraphics@mastodon.gamedev.place
@MomentsInGraphics@mastodon.gamedev.place Would it be somehow possible to directly work with the fourier sRGB colors to not have to do stochastic sampling of the wavelengths? I'd imagine that would work less well with spiky spectra (maybe do a special case for those?), but could work for smooth spectra.
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