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Author Topic: HDRR  (Read 12550 times)
AriusEso
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« on: May 18, 2008, 01:20:20 PM »

I did HDRR today, finally. This is all the shots I took along the process, with a final perfected one. They are in chronological order. As you can see I had a bit of trouble getting it right - especially the blur/bloom( still not convinced I have that working properly ). I took the last shot after removing all the debug stuff I had in place and with all those cubes, shadow mapping, parallax mapping and the HDRR I get a solid, smooth 39fps on my pretty crappy system( x800, P4 3ghz ).

[click for 1280x1024]








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Mietze
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Pleeease, don't let it crash!


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« Reply #1 on: May 18, 2008, 01:32:56 PM »

I'm sorry to say that, but this IS F*CKING AWESOME! I'd love to see a demo and stress my card a bit Smiley Maybe this is a good thing to offer as a TV3D demo, isn't it?
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Raul
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I like games.


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« Reply #2 on: May 18, 2008, 01:37:55 PM »

wow. this is simply perfect Cheesy
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AriusEso
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« Reply #3 on: May 18, 2008, 01:51:54 PM »

I'll do a demo tommorow. Smiley

The code I currently have isn't clean or commented. Cheesy
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Omnicrash
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« Reply #4 on: May 18, 2008, 06:17:11 PM »

Wow! That's pretty awesome!
If you release the code to this, I'll worship you forever!!
(Omnicrash reserves the right to change time of worship without prior notice. Worship only valid while stock lasts.)
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AriusEso
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« Reply #5 on: May 18, 2008, 06:50:08 PM »

You should've added that it does not affect my statutory rights.

I did a comparison shot.

[click for 1280x1024]

No HDRR:


With HDRR:
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Happy
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« Reply #6 on: May 18, 2008, 07:06:30 PM »

...HOLY F***EN SH*T dude, please make a real time demo Shocked Grin
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Zaknafein
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« Reply #7 on: May 18, 2008, 07:14:01 PM »

I'd like a couple of details on your implementation, out of curiosity... Did you add a "vignette" effect that focuses the luminosity/contrast in the center of the screen? Also do you use a floating-point buffer for rendering? How do you encode in your rendering pipeline that specular data is much brighter than a standard white texture, for example? And do you support adaptive exposure?

Looks amazing anyway Smiley
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AriusEso
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« Reply #8 on: May 18, 2008, 07:22:05 PM »

I'd like a couple of details on your implementation, out of curiosity... Did you add a "vignette" effect that focuses the luminosity/contrast in the center of the screen? Also do you use a floating-point buffer for rendering? How do you encode in your rendering pipeline that specular data is much brighter than a standard white texture, for example? And do you support adaptive exposure?

Looks amazing anyway Smiley

Yea, it has vignette and uses a 32-bit fp target. I'm not doing anything to handle specular atm - apart from reducing it as much as possible. I have an exposure float as a *= to the final result. But I'm not actually handling anything adaptive wise. It's a very basic implementation. I followed the paper on gamedev.net from Anirudh Shastry. Most of what you see here was gleaned from that article. I do want to improve it in the future though( by re-reading you guassian blur sample for example, I took a look at it this morning when I was trying to do the blur, but I didn't understand it so I used Anirudh's example instead ), but for the moment I'm just glad I finally did it Cheesy.

Edit: Forgot the url for those that want it: http://www.gamedev.net/columns/hardcore/hdrrendering/
« Last Edit: May 18, 2008, 07:25:40 PM by AriusEso » Logged

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AriusEso
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« Reply #9 on: May 20, 2008, 12:41:42 PM »

Here is how the sample is looking so far. I just need to add a few more additional comments and then I will release( hopefully tonight, maybe tommorow morning ). The sample is written in Delphi, but I've kept it procedural so it should be easier to read for non-Delphites. I've also commented it as much as I can.

Anyway, get ready for image whoring.

These were all taken on a system running:

x800 XT PCI-E ( 512mb ).
P4 Prescott HT( 3ghz  ).
2gb RAM.

[click for 1280x1024]











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Raine
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« Reply #10 on: May 20, 2008, 01:51:20 PM »

Well, hats off, superb piccies.
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Lyrical
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« Reply #11 on: May 20, 2008, 02:20:09 PM »

Nice looking well done
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AriusEso
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« Reply #12 on: May 20, 2008, 03:57:15 PM »

Thanks guys.

Here it is. You will need an SM2 compliant card with floating point texture support. Please note, I was too lazy to write a settings application - so I've included different binaries for different resolutions. Just read the exe filenames and run the resolution you want.

http://www.azazeldev.org/hdrrsample/hdrr_sample.rar

Also, you will need the Delphi/C++/COM DLL registered on your system.
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Toaster
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« Reply #13 on: May 20, 2008, 04:13:09 PM »

Hey bad news.. Sad It doesn't work on my computer. I've tried to register the dll but it still fails.. Theres no error it just says hdrr_sample stopped working.. Tongue I even copied the dll into the same folder as the exe's. Every single exe produces the same error.

The debug log looks really screwy as well. Tongue
http://willhostforfood.com/users/toasterthegamer/debug.txt


Its too bad cause it looks really nice. Smiley

-Toaster
« Last Edit: May 20, 2008, 04:15:56 PM by Toaster » Logged

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pizzayoyo
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« Reply #14 on: May 20, 2008, 04:14:48 PM »

Yea, I'm getting the same problem on all of the EXEs.
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AriusEso
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« Reply #15 on: May 20, 2008, 04:16:06 PM »

Yea, I've already been told about this on IRC. It's cause I forgot to update to the latest prerelease( I'm stupid like that ). I'm installing it now and I'll reupload once I've recompiled. Sorry about this guys Smiley.
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AriusEso
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« Reply #16 on: May 20, 2008, 04:24:58 PM »

This could be a while. As was predictable, new version crashes things an I have no idea why. Sad
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AriusEso
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« Reply #17 on: May 20, 2008, 04:48:35 PM »

Ok, GD and Aion tested this for me. It should work on the new prerelease. My apologies once again Smiley.

http://www.azazeldev.org/hdrrsample/hdrr_sample.rar
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pizzayoyo
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« Reply #18 on: May 20, 2008, 05:04:39 PM »

This looks amazing Arius! You might want to add a way to exit the demo, though Smiley
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AriusEso
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« Reply #19 on: May 20, 2008, 05:05:38 PM »

This looks amazing Arius! You might want to add a way to exit the demo, though Smiley

ALT+F4 exits it cleanly. I never use ESC. Smiley
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