Some initial thoughts

We already talked about it together at some length here, and nothing changed on my end, if anything, we have more use case where it is required :slight_smile:

The TLDR being: we always need to map camera data on geometry, e.g. backplate, shadow receiver, destruction effects, world distortion and those effects have to go through the engine tonemapping function. Those are just a few examples but the reality is that we are doing that on a daily basis. We have of course similar requirements with Virtual Production.

My point is that it is not because it seems impractical in a particular domain that it will be in another, it might be very well required.

Likewise, with the spectral data for the camera, I don’t think it would be wise for us to say right off the bat that we cannot use spectral data. It might prove being extremely useful and we should not impose any limits on ourselves, especially in early stages like that. We might actually find a slow but effective solution with spectral data. The problem could then turn into fitting a simpler model. I’m thinking that everything is on the table at this early stage and that limits should be imposed until the very last moment.

Cheers,

Thomas