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 HDR Experiments
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HDR Shot 2

Torque Demo HDRized

Custom GUI

Lately I've been working a lot more with the Torque Shader Engine and, specifically, I've been working on a bloom effect (yay pixel shaders). At first I took the basic "fake bloom" route that every single game within the last two years has both used and abused in a very, very common way. Some games even go so far (or, rather, not nearly far enough) as to just apply a general brightening filter to the entire screen buffer and the end result is primarily an effect that really does nothing more than wash or smudge the clarity of the scene. As of right now the only game I'm aware of that does real HDR (high-dynamic range) is Far Cry, which implemented the HDR effects in a post-release patch (1.3, if my memory serves me). The actual shaders that are primarily responsible for the effect in Far Cry appear to be straight from the DirectX 9.0 SDK "HDRLighting" sample, though the HardOCP article linked would have me believe that it is based entirely on methods presented by OpenEXR (which the SDK gives no reference to). So, either way, the effect exists in Far Cry. And it's pretty.

As a note of interest, I was using Torque as a testing grounds for all these. It really is quite a nice engine... Especially for prototyping, if not for using it for an actual game.

Before I start showing all the pretty screenshots, let me show a kind of "before" picture set (in the GUI one, focus on the building, not the GUI) that shows what the game looked during a prepubescent period -- Shot 1 and Shot 2.

With that said, I was lead down a similar path in my work lately. First I decided upon a "fake bloom" method that used similar techniques as mentioned above, but with fairly "hacked" calculations. This produced some of the following screenshots -- Shot 1 and Shot 2.

I was very unhappy with the overall "look" of the final scene after I had worked with the fake bloom effect. The very, very overly done bloom in the above screenshots is partially to blame on the actual blurring shader that I was using, but the hacked bloom calculations were also just missing something that I couldn't put my finger on. So, after another few hours of work, I was able to figure out how to get the HDR rendering working without too much trouble, and produced these screenshots (with a slightly different blurring algorithm for the shader employed) -- Shot 1 and Shot 2.

The overall look in the above screenshots was what I was going for, as the final produced images just felt a lot more vibrant than anything I had produced before, but this time I would say that the final effect was actually too subtle. I wanted the final effect to be subtle in screenshots (which can never really show this kind of effect very well), but not so subtle as to be really easy to overlook. I then took another solid five-six hours just trying to perfect the blur shaders, and eventually I ended up with an effect that I thought was pretty damn good. The following screenshots are pretty close to the current version I'm working with, though I ended up reducing the area of the blur (which is a separable gaussian blur) by a few pixels since I felt these screenshots were just a bit too overdone -- Shot 1 and Shot 2.

That about covers it; I also have a shot of the Torque Shader demo customized (up above in the selectable area) and then there's the GUI system of the engine which I worked with to make look fairly perty; full gallery of the GUI can be found here.

Trent Polack
Game Designer, LightBox Interactive
Twitter :: Polycat



Very impressive. :)

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



Now that's how I'd like to see an image of the day thread. Very well described and with successive screenshots from versions. Very nicely done Trent. Personally I like the effect in the third set of images best. The last set look too much alike the fakebloom smudging.

I see that you've ran into some "RGB burning" problems with the explosion maps in set 3, shot 2 and set 4, shot 2. They thend to render full yellow or red instead of brightening up when addblending to them. The reason that I bring this up is that I've run into the same problem enough times myself to begin wondering if the RGB-model is really the best way to work with intesive light effects like explosions. Hopefully I will soon be able to present some results here on the forum.


Nice shots man. Your 'custom' GUI reminds me of the Half-Life 2 engine console :P


Quote:
Original post by kristoferos
Nice shots man. Your 'custom' GUI reminds me of the Half-Life 2 engine console :P


No problems with that, its one of my favorite GUIs ever.

As for the HDR, I really like it! Great job.



I think those shots look great. (And I'm glad you took time to write everything out. I actually learned something)

Would you guys say that Battlefield 2 implemented the bloom effect poorly? I thought it made it look cool, albeit a little more fake.


I could be mistaken, but I think Half Life 2 released a patch for HDR last year when the Lost Coast release was made.

Actually from this site... http://www.bit-tech.net/gaming/2005/06/14/hl2_hdr_overview/1.html

"Crytek have already added it to Far Cry as part of their 1.3 Patch and it is integral to Epic's Unreal Engine 3.0. Valve recently ( this was back in June 2005 ) revealed that they are working on a special HDR showcase for Half Life 2 titled Lost Coast. Whilst Far Cry only implemented HDR via Shader Model 3.0, hence only working on Nvidia's latest-generation cards, Lost Coast will implement it via Shader Model 2.0, allowing for it to work on ATI's current generation."

Btw, your screen shots look great.


Oblivion, Farcry, HL2: Lost Coast the soon to come Unreal 3 tech games and basically anything on the 360 use true HDR. But hey, nice job! Your implementation looks awesome!

"Artificial Intelligence: the art of making computers that behave like the ones in movies."

www.CodeFortress.com


Quote:
Original post by savage
I could be mistaken, but I think Half Life 2 released a patch for HDR last year when the Lost Coast release was made.

You are absolutely correct. When I wrote the write-up for this a while ago (long while ago), though, Lost Coast still had yet to be released.

Since then Lost Coast has been released, Day of Defeat: Source uses the HDR extensively, as do some Counter-Strike: Source maps. I will say, though, that the HDR effects in the Source engine are, as far as I know, not true HDR. I don't believe they actually use high-dynamic range surfaces to store the values but rather just use a basic bloom shader and then scale the brightness based on the viewer's exposure to the sunlight. Both Far Cry and Oblivion use "true" HDR.

Quote:
Original post by staaf
Now that's how I'd like to see an image of the day thread. Very well described and with successive screenshots from versions. Very nicely done Trent. Personally I like the effect in the third set of images best. The last set look too much alike the fakebloom smudging.

I, honestly, never really fine-tuned the actual "bloom" effect to a point that I felt looked really good. I used a few examples of some popular algorithms which handle it fairly quickly and the results aren't too bad, but they're certainly not enough. These same blooming techniques look far, far worse if you're not using true HDR surfaces (which I did), though, which is definitely an improvement. I believe that Oblivion and Far Cry both used true HDR blooming with the best visual results -- neither really had significant color washout.

Quote:
I see that you've ran into some "RGB burning" problems with the explosion maps in set 3, shot 2 and set 4, shot 2. They thend to render full yellow or red instead of brightening up when addblending to them. The reason that I bring this up is that I've run into the same problem enough times myself to begin wondering if the RGB-model is really the best way to work with intesive light effects like explosions. Hopefully I will soon be able to present some results here on the forum.

Yeah, there is definitely that problem... But I actaully didn't mind it. One of the reasons I stuck with this technique for a while is that I thought that particle effects (at least the fire ones) looked pretty neat. There is definitely a bit of burnout, but being that the intended effect is a burning flame, I think it's kind of appropriate.

Also, you can all definitely tell that I'm a fan of Steam's in-game GUI. Other than some trivial issues, though, I actually completely created all the graphical assets and such on my own. I think I re-drew the button/curvature bitmaps about five times very carefully. It was a very dull time of my life, I won't lie.

And as a final note, if any of you use the Torque Shader Engine (and have a license; I can't really send out the source freely, since I'm pretty sure GarageGames would get angry about that) and are interested in the source to this, I would be more than happy to send it to you. It's kind of a dead project for me at the moment, so I'd love if someone would find some use for it. If you're curious, either leave a note here, private-message me on the site, or just e-mail me.

Thanks for all the great feedback thus far!

[Edited by - mittens on April 26, 2006 4:57:05 PM]

Trent Polack
Game Designer, LightBox Interactive
Twitter :: Polycat



That looks very good! I think that is the way that a lot of special effects ought to be implemented - to make subtle changes that add to the realism of a scene, not simply for the sake of eye candy.


Don't speak too soon -- plenty of people have been workin' hard on 'true' HDR games (clicky)-- though keep in mind that some data on this page is disputable. Still, it's not as cut and dry as you might think.

~Shiny.


That's really nice. That gun model you're using looks an awfully lot like the Counter Strike Source M4A1 model, though I wouldn't know for sure as I havne't played that in a long time. Nice work! I'd happily use torque if they had some sort of personal license, even if it were limited some how, just so we could learn (Nah, not trials)


Quote:
Original post by blanky
That's really nice. That gun model you're using looks an awfully lot like the Counter Strike Source M4A1 model, though I wouldn't know for sure as I havne't played that in a long time. Nice work! I'd happily use torque if they had some sort of personal license, even if it were limited some how, just so we could learn (Nah, not trials)

Oh, it most definitely is. I have no artistic skill and I wanted to pretty-up the screenshots a bit with a non abomination of 3D modeling.

Also, the base Torque price is a license. $100 for engine and publishing rights, so long as your project doesn't make over $250,000 or something.


Far Cry's solution is described in ShaderX3 in case you need details.


Half Life 2's HDR is terrible to be honest - everything just glows and it looks totally unrealistic. Far Cry's is certiantly the best HDR I've seen (I haven't played Oblivion), particularily in the sci-fi style parts of it (where all the computer consoles glow etc.)

The demo's bugged with the camera looking down constantly, though.


oblivion has the glowing effect as well, u can roast marshmellows on ppls faces (graphically though it does look good)
the secret is to do selective bloom as im doing here
http://i24.photobucket.com/albums/c26/zzeek/strawberrys.jpg

nice looking stuff trent, are u working on an actual game, or is it just mucking around?


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