Oh yah, I forgot about that.

+1 for matching nuke's screen math (which boils down to max(a,b) if
either a or b is outside of 0,1, and screen otherwise.  It's less
surprising to artists than clamping.

-- Jeremy

On Fri, Jul 13, 2012 at 10:52 AM, Jonathan Egstad <jegs...@earthlink.net> wrote:
> fwiw,
> Some of the issues with merging HDR pixels have been hashed out in Nuke for a 
> while, so a peek at its Merge node may be helpful:
>
> For example 'screen' in Nuke is implemented to avoid the 1-A negative problem:
>     if (A >0 && A<1 && B>0 && B<1) C = A+B - A*B
>     else if (A > B) C = A
>     else C = B
>
> It also has the operation named 'hypot'(hypotenuse) or 'diagonal' which works 
> pretty well for HDR pixels:
>     C = sqrt(A*A + B*B)
>
> And lastly 'geometric':
>     if (A>0 && B>0) C = 2*A*B / (A+B)
>     else C = 0
>
> -jonathan
>
> On Jul 13, 2012, at 9:37 AM, Jeremy Selan wrote:
>
>> Yup.
>>
>> screen =  A+B-AB, where AB term represents the if intersection of the
>> subpixel geometry.
>>
>> But in the case where you have two mattes where you know the
>> correlation == -1, (which denotes no overlap in the subpixel
>> geometry), adding mattes reduces to a simple A+B.  An example of no
>> overlap in the subpixel geometry would be the alpha rasterization of
>> two adjacent triangles in a mesh.
>>
>> So to summarize, if the subpixel geometry has a correlation of 0, the
>> math for combining alphas is A+B-AB.  If the correlation is -1, the
>> math is A+B.  And for perfectly correlated subpixel geometry?  Sounds
>> like a good white-board project for this weekend... Surely there's
>> some paper from 1985 that has worked this all out? :)
>>
>> -- Jeremy
>>
>> On Thu, Jul 12, 2012 at 9:05 PM, Troy Sobotka <troy.sobo...@gmail.com> wrote:
>>> And the inevitable question: What is the canonical compositing formula
>>> for correlated then? Simple add?
>>>
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