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00:55 March 3, 2009
| Tr3B
Admin
| | Germany | |
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| posts 132 |
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I finished my implementation of a true 64 bit HDR rendering pipeline. Interesting is that Q3Map2 works with HDR values internally. So I changed the map compiler XMap2 to save lightmaps, the light grid and all other light related information in a new XBSP format without the ugly colour normalization that Q3Map2 usually does when it saves the lightmaps as .tga files. Finally I can have lights that are really bright and the camera uses an adaptive tone mapping algorithm that adjusts the scene exposure automatically based on the average scene luminance. I tested really many different global tone mapping operators and the simple exponential tone mapping operator seems to be the best working for our project.
For a comparison how the camera adjusts dynamically the image result:
And after looking a bit into the very bright sky:
If you would like to know more about this technique then I recommend that you have a look at the HDRLighting Sample from the DirectX SDK.
Read original blog post
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01:14 March 3, 2009
| Forsaken
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| posts 87 |
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And…its awesome 
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01:44 March 3, 2009
| Tr3B
Admin
| | Germany | |
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| posts 132 |
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BTW I uploaded the gwdm2 pk3 to the game server running on this site. You can autodownload it from the server.
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12:53 March 3, 2009
| sxy
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| | Slovenia, EU | |
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| posts 51 |
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It looks nice! Anyway.. the screen (on the upper image – the eye adapted on dark – eg. pupils dilated) should be blended (imagine looking into the sun, or other very bright surface) to be realistic.
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13:10 March 3, 2009
| Tr3B
Admin
| | Germany | |
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| posts 132 |
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I think that would annoy most players in a multiplayer game.
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Yeah, some eye candy is good, but gameplay is most important.
Nice work Tr3b, that HDR looks nice without being over the top. Infact it even makes the image clearer by balancing the levels.
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12:42 March 4, 2009
| sxy
Member
| | Slovenia, EU | |
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| posts 51 |
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Hmm.. what about corona support?
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