Originariamente Scritto da
jcdenton22
->High Dynamic Range Lighting + Imaging.
- Under ideal conditions (e.g. where a pixel is only shaded once) guaranteed preservation of high precision HDR data. (This technique would work really well with deferred shading).
- Doesn't require float rendertargets, works with conventional 32 integer rendertargets.
- And No, LogLUV encoding is NOT used.
->Automatic eye exposure and tone mapping.
->Modified Blinn-phong lighting model (BRDF style) to take full advantage of HDR Lighting.
- slightly exaggerated lighting, can be tweaked for realistic look.
- Gloss maps: Guessing glossyness from specular intesity since D3 doesnt have any glossmaps. Can be replaced with gloss maps, requires content creation.
- Proper Ambient lighting fix (hemispheric ambient).
->Blue shift was added, but I got rid off it due to loss of color variation it caused.
Edit:
->Some things that existed but I didn't mention before:
- Renormalization of normal vector (first suggested by John Carmack in QC 2004 keynote). A lot of other custom interaction shader implementation has it too, E.g. Brilliant Highlights.
- Self-shadowing term for specularity.
known issues:
-Tone mapping screws up AA a little.
Update - 22 Nov.'09
-Reworked the luminance adaptation process and is now accurate. Also, the eye adjustment delay can be configured via a console variable. This also solved the issue where everything in the scene turned darker if you fire machinegun.
-Added a simple halo like
bloom effect (WIP). Works really well with automatic eye exposure
I'll upload a video that demonstrate above two changes.
-Reworked the interaction shader to fix some minor issues.
-Light projection texture is now modulated with an exponential term to give nice smooth exponential fall off at edges.