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 Fake HDR - Lighting
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Fake HRD - Lighting in GeForce4 MX440, using Dawn Bringer 3D Technology.

Details :
- Vertex shader lighting (hemisphere), one directional light
- Only the models are rendered twice, first to make the mask, and then normal rendering
- Ran about ~20 FPS, I optimized the model so that it contains about 3000 tris
- 2x quads = background and mask

Limits the rendering speed : software processing (GF4 MX440 doesn't support shaders in hw).

Anyway, I was pretty suprised how good looking it can be in GF4 MX 440.

Note : Doesn't need shaders to use.

Feel free to comment.

Sincerely,
Arto Ruotsalainen
Dawn Bringer 3D - Tips & Tricks



Its hard to see the HDR, because the whole image is so bright. Maybe you can make a kind of cave and then the sky so we can she how it is.
to that one screen i can say that it looks nice, but the HDR isnt easy to see.
To the whole scene, really nice work the Speulat etc.

So try to strange up the HDR effekt.


nice style, though i admit i dont see any HDR just a bloom.
also is there a need to optimize models any more eg on my gf2mx (slower than a gf4mx) i could hit the maximum of 20mil/sec. (im struggling to get half that today on a gffx5900 :) )
personally i would waste time implementing stuff that u will change later on, when u get a new card. ive been down that road before eg texture combiners -> register combiners -> shaders. implementing shadowmapping on the gf2mx etc. whilst it was fun at the time, it wasnt productive.
btw im not knocking it, just hoping to save u some effort.


Captain Courgette, eat more veg



True, but it's easy to optimize the models in model editor, so it doesn't cost me any time really.

HDR - lighting is hard to see because there aren't any enviroment really and because it's fake (almost like in the Shadow of Colossus). :)

Thanks for feedback.

Sincerely,
Arto Ruotsalainen
Dawn Bringer 3D - Tips & Tricks



Hey
It looks sweet!

How did you do bloom on the glow sources without pixel shaders? I just disabled the glow if pixel shaders weren't supported :P


In this shot there are bloom & HDR - lighting really, bloom is just reverse mask basically from what I use for HDR. I'll try to make some better screens about HDR when I'v got more time.

For bloom and for HDR :
Just make a mask (black & white), render scene to small texture, for example 64x64, then scale it big, bilinear filter will do some tricks, but notice that only with bilinear filter mask is blocky, so I suggest doing blur too.

Bloom = affects to whole model
HDR = comes from the enviroment - "from background"


Sincerely,
Arto Ruotsalainen
Dawn Bringer 3D - Tips & Tricks



If you happend to read the recent article about some of the programming tricks used for Shadow of the Colossus that was published recently they used pretty much the same process to fake HDR in their game on the PS2: Render scene, masks. downsample/blur mask. combine.

Keep up the good work.




Quote:
Original post by Ravyne
If you happend to read the recent article about some of the programming tricks used for Shadow of the Colossus that was published recently


Do you have a link? I'd like to see that one!




It was news item a while back, here's a link to the story.

--
Cheers,
Darren Clark


Its hard to make the difference between bloom and HDR in a screenshot (because of the dynamic :P), but that look real nice.


Thanks for feedback. :)

Sorry that I haven't had time to reply, I'v been sick and lots of tests at school (final year). And I think I finally found a job from Hybrid Graphics.

Sincerely,
Arto Ruotsalainen
Dawn Bringer 3D - Tips & Tricks



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