Original Post
So I'm thinking the best way to do the light accumulation is in a FP16 render target and then do all the tone mapping on this buffer before it's combined with everything else. Yes?
Quote:
Original post by jstroh
Yeah I've been reading about people saying "oh you can only do it if the device supports fp16 texture blending" but it's pretty simple to just add to a texture in a pixel shader lol. Ok cool thanks, much appreciated as always.
Quote:
Original post by AndyTX Quote:
Original post by jstroh
Yeah I've been reading about people saying "oh you can only do it if the device supports fp16 texture blending" but it's pretty simple to just add to a texture in a pixel shader lol. Ok cool thanks, much appreciated as always.
Except that it means that you need to ping-pong your texture for every light that you render... and you can't batch up lights into one DP... and you need to worry about copying at least the affected part of the texture into the second ping-ponged texture every time you render a light...
In short it's rather impractical to do it manually for a scene with complex lighting. If you mean to target GPUs without fp16 blending, you're going to want to look at an alternate HDR representation, such as Valve's post-tone-mapped RT stuff (sacrifices a lot of flexibility in your tone mapping unfortunately), or potentially some of the alternate colour space stuff like LogLUV or similar.
Quote:
Original post by jstroh
EDIT: Any links to explanations of valve's technique or alternatives would be appreciated.
Quote:
Original post by MJP
I'm not really sure method Valve uses to come up with a luminance value, but I'd imagine it's a pretty rough approximation given the sometimes sub-par results their engine produces.
Quote:
10-bit floating point formats.
The XBOX 360 has full support for the 7e3 format (7 bits mantissa, 3 bits exponent), which is the dark purple curve.
7e3 has more than enough precision, but only gives you about 3 stops of exposure range – it’s well into the banding region with the 5 stop headroom here.
Another alternative, not supported by XBOX 360 but possibly showing up on PC hardware soon, is 6e4.
This format has just enough precision, as it is barely poking above the visual curve. But it gives you a full 10 stops of exposure range.
DX10 will support 6e5 I believe, with 5e5 for the blue channel. It is difficult to say if 5 bits is enough for the blue channel – this visual curve I measured was monochrome values, for which 5 bits will exhibit some banding. The blue channel, however, might require less precision.
Quote:
Original post by jstroh
Damn XNA+XBOX 360 not having FP alpha!!!
EDIT: It does support 10.10.10.2 with alpha though. I was looking through HDR_The_Bungie_Way.ppt and they found that the 360's 10.10.10.2, which is 7e3, doesn't give enough exposure:
Quote:
Original post by jstroh
Do you think removing light batching would eliminate the speed benefit of deferred? hmmm
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more