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"Followup tidbits on RGBE"

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Blogger Fabian 'ryg' Giesen said...

RGBE is for linear-space RGB data; it's not that useful to look at what the error would be on [0,1] values in sRGB space, because normally you wouldn't do that. You convert the [0,1] values to linear space and RGBE encode that.

I haven't tried to work out what the typical error would be, but it should be better than RGBE encoding of sRGB-space data in [0,1], since the linear-space encoding has a larger dynamic range so we get better use out of the exponent.

June 16, 2020 at 11:27 AM

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June 16, 2020 at 12:07 PM

Blogger cbloom said...

All the errors I posted on the primary post (the previous one) are for floats on all ranges. The 0.19%,0.38%,0.78% etc. are measured on random floats, not unit floats.

You can check the test code in the previous post :

Reference test code that will print these errors : test_rgbe_error.cpp

Having an exponent doesn't help with relative error, it's just a necessary requirement to not have your relative error die on large ranges.

I happen to note that the RGBE centered version has exact restoration of the LDR values in [0,255] but I agree that's sort of irrelevant because that's not how it's used in practice.

NOT RELEVANT FOR ACTUAL RADIANCE HDR RGBE USE!

This entire "followup tidbits" post is NOT things that are relevant to Radiance HDR files or how they are used or encoded.

Sorry for yelling but I have so many people that copy paste code even when I put

// do not copy-paste this!

I'm not sure how to make it clearer :(

June 16, 2020 at 1:07 PM

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