Beyond Spatial Audio: TrueAudio Next Acceleration of Steam Audio Sound Reflections with Third Order Ambisonics – Demo Video
When creating state-of-the-art sound for a game or experience, many sound designers focus on accurate spatial 3D rendering of direct sound sources. Spatialized direct sound is important for realizing believable soundscapes that pull the player …
Great information!
“CEILAB” tag should be “CIELAB” I think.
LUT tables and tone mapping:
https://gpuopen.com/using-amd-freesync-2-hdr-gamut-mapping/
On the subject of LUT tables and tone mapping, 2 methods are available to us..
The Vectors can be mapped RT with ray tracing (they work out the vector)
The Vectors and dimensions can also be worked out with Open CL and Direct Compute..
Both OpenGL/Vulkan & Direct X have direct compute..
Many forms of vector calculation that involve intricate maths can be worked out in vector or OpenCL Vector library function, The advantage of Open CL Libraries are that functions and tables can be worked out without ever having to re program the maths solving OpenCL Code,
Such that Open CL & Direct compute libraries can for-fill many tasks, Bearing in mind that Open CL & Direct compute are work solve time controlled we are able to use the functions for many tasks including web browser maths and composure, With these examples we’ will define the future of display maths code & logic.
AVX & Float can obviously be used leaving Compute vectors like SIMD viable for code logic.
Compute Shaders are also able, Long logic denotes the advantage of Vectored OpenCL & Direct compute/AVX.
Vectored code : tessellation & other functions using SIMD & Compute Shader maths:
https://www.youtube.com/watch?v=0DLOJPSxJEg
(c)Rupert S
https://science.n-helix.com/2019/06/vulkan-stack.html