揭示Unity HDRP渲染非线性问题,提供精确显示校准方案
A model of the Unity High Definition Render Pipeline, with applications to flat-panel and head-mounted display characterization
- 建立HDRP亮度与色彩数学模型,识别材料属性非线性特性
- 验证可配置为伽马校正输出,实现精准刺激呈现
- 适合视觉实验设计者及头显/平面屏校准研究人员
Unity等游戏引擎已成为复杂交互环境中进行感知与行为实验的常用工具,常用于平面显示屏及头戴式显示器。本文描述并测试了Unity高清晰度渲染管线(HDRP)中亮度与色彩的数学模型。研究表明,HDRP存在若干非显而易见的特性,例如对材质属性和渲染值施加非线性处理,若不加以考虑将影响刺激控制精度。本文还展示了如何配置HDRP以实现伽马校正的亮度与色彩输出,并提供了生成所需专用文件的软件工具。
原文摘要 · Abstract (English)
Game engines such as Unity and Unreal Engine have become popular tools for creating perceptual and behavioral experiments in complex, interactive environments. They are often used with flat-panel displays, and also with head-mounted displays. Here I describe and test a mathematical model of luminance and color in Unity's High Definition Render Pipeline (HDRP). I show that the HDRP has several non-obvious features, such as nonlinearities applied to material properties and rendered values, that must be taken into account in order to show well-controlled stimuli. I also show how the HDRP can be configured to display gamma-corrected luminance and color, and I provide software to create the specialized files needed for gamma correction.
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