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(Created page with '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 naturall…')
 
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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.
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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]]
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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 !

SHEnvMapNoAmbient.png Your typical ugly scene with no ambient.

Page reads "Amour"
Title page from the first edition of Letters (1796)