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Using [[Nuaj]] and [[Cirrus]] to create test projects is alright, but came a time where I needed to start what I was put on this Earth to do : deferred HDR rendering. | Using [[Nuaj]] and [[Cirrus]] to create test projects is alright, but came a time where I needed to start what I was put on this Earth to do : deferred HDR rendering. | ||
− | So naturally I started writing a deferred rendering pipeline which is quite advanced already. At some point, I needed a sky model so, naturally, I turned to HDR rendering to visualize the result. | + | So naturally I started writing a deferred rendering pipeline which is quite advanced already. At some point, I needed a sky model so, naturally again, I turned to HDR rendering to visualize the result. |
When you start talking HDR, you immediately imply tone mapping. I implemented a version of the "filmic curve" tone mapping discussed by [http://filmicgames.com/archives/75 John Hable] from Naughty Dog (a more extensive and really interesting talk can be found here [http://www.gdcvault.com/play/1012459/Uncharted_2__HDR_Lighting]) (warning, it's about 50Mb !). | When you start talking HDR, you immediately imply tone mapping. I implemented a version of the "filmic curve" tone mapping discussed by [http://filmicgames.com/archives/75 John Hable] from Naughty Dog (a more extensive and really interesting talk can be found here [http://www.gdcvault.com/play/1012459/Uncharted_2__HDR_Lighting]) (warning, it's about 50Mb !). | ||
But to properly test your tone mapping, you need a well balanced lighting for your test scene, that means no hyper dark patches in the middle of a hyper bright scene, as is usually the case when you implement directional lighting by the Sun and... no ambient ! | But to properly test your tone mapping, you need a well balanced lighting for your test scene, that means no hyper dark patches in the middle of a hyper bright scene, as is usually the case when you implement directional lighting by the Sun and... no ambient ! | ||
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+ | [[File:SHEnvMapNoAmbient.png]] | ||
+ | Your typical ugly scene with no ambient. | ||
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+ | [[Image:SHEnvMapNoAmbient.png|thumb|right|alt=Page reads "Amour"|Title page from the first edition of ''Letters'' (1796)]] |
Revision as of 22:41, 3 January 2011
Using Nuaj and Cirrus to create test projects is alright, but came a time where I needed to start what I was put on this Earth to do : deferred HDR rendering. So naturally I started writing a deferred rendering pipeline which is quite advanced already. At some point, I needed a sky model so, naturally again, I turned to HDR rendering to visualize the result.
When you start talking HDR, you immediately imply tone mapping. I implemented a version of the "filmic curve" tone mapping discussed by John Hable from Naughty Dog (a more extensive and really interesting talk can be found here [1]) (warning, it's about 50Mb !).
But to properly test your tone mapping, you need a well balanced lighting for your test scene, that means no hyper dark patches in the middle of a hyper bright scene, as is usually the case when you implement directional lighting by the Sun and... no ambient !