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Joined October 06, 2025
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@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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@MomentsInGraphics@mastodon.gamedev.place Ah, that's unfortunate
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@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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