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63 行
2.5 KiB
63 行
2.5 KiB
#ifndef UNITY_PHYSICAL_CAMERA_INCLUDED
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#define UNITY_PHYSICAL_CAMERA_INCLUDED
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// Has to be kept in sync with ColorUtils.cs
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// References:
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// "Moving Frostbite to PBR" (Sébastien Lagarde & Charles de Rousiers)
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// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
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// "Implementing a Physically Based Camera" (Padraic Hennessy)
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// https://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/
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float ComputeEV100(float aperture, float shutterSpeed, float ISO)
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{
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// EV number is defined as:
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// 2^ EV_s = N^2 / t and EV_s = EV_100 + log2 (S /100)
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// This gives
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// EV_s = log2 (N^2 / t)
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// EV_100 + log2 (S /100) = log2 (N^2 / t)
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// EV_100 = log2 (N^2 / t) - log2 (S /100)
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// EV_100 = log2 (N^2 / t . 100 / S)
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return log2((aperture * aperture) / shutterSpeed * 100.0 / ISO);
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}
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float ComputeEV100FromAvgLuminance(float avgLuminance)
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{
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// We later use the middle gray at 12.7% in order to have
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// a middle gray at 18% with a sqrt(2) room for specular highlights
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// But here we deal with the spot meter measuring the middle gray
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// which is fixed at 12.5 for matching standard camera
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// constructor settings (i.e. calibration constant K = 12.5)
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// Reference: http://en.wikipedia.org/wiki/Film_speed
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const float K = 12.5; // Reflected-light meter calibration constant
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return log2(avgLuminance * 100.0 / K);
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}
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float ConvertEV100ToExposure(float EV100)
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{
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// Compute the maximum luminance possible with H_sbs sensitivity
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// maxLum = 78 / ( S * q ) * N^2 / t
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// = 78 / ( S * q ) * 2^ EV_100
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// = 78 / (100 * 0.65) * 2^ EV_100
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// = 1.2 * 2^ EV
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// Reference: http://en.wikipedia.org/wiki/Film_speed
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float maxLuminance = 1.2 * pow(2.0, EV100);
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return 1.0 / maxLuminance;
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}
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float ComputeISO(float aperture, float shutterSpeed, float targetEV100)
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{
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// Compute the required ISO to reach the target EV100
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return ((aperture * aperture) * 100.0) / (shutterSpeed * pow(2.0, targetEV100));
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}
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float ComputeLuminanceAdaptation(float previousLuminance, float currentLuminance, float speedDarkToLight, float speedLightToDark, float deltaTime)
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{
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float delta = currentLuminance - previousLuminance;
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float speed = delta > 0.0 ? speedDarkToLight : speedLightToDark;
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// Exponential decay
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return previousLuminance + delta * (1.0 - exp2(-deltaTime * speed));
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}
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#endif // UNITY_PHYSICAL_CAMERA_INCLUDED
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