Hash Fellow robcat2075 Posted March 16 Hash Fellow Posted March 16 Much digital audio is packaged today at ultra-high bit rates and bit depths on the premise that that reduces digitally induced artifacts and distortion. This video explains why 96KHz or 128KHz is unnecessary and superfluous and why a 44.1KHz sampling rate is all that is needed to accurately reproduce all sound for the listener. (In another video he notes that this is just regarding the initial recording and end playback. Production between the end points may require higher sampling.) What does this have to do with CG rendering? It seems that a big effort in reproducing realistic lighting and texturing has been in finding ways to sample the potentially infinite number of photons in a scene as little as possible and still have enough to get a visibly accurate result. With crazy math it can be done. That is just my analogy, however. This video is not about CG. Most of this video is really someone else's video that he has excerpted and annotated. He includes a link to that other video on the YouTube page. Quote
Hash Fellow robcat2075 Posted March 18 Author Hash Fellow Posted March 18 Here is another treatment of the same message... Quote
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