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ToneMap with other post process effect


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#1 Alundra   Members   -  Reputation: 868

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Posted 06 December 2012 - 04:55 PM

Hi,
Look at a lot of post process effect in chain :
Depth Of Field->Bloom->MotionBlur->FXAA

Now, add a tone map in it.Since tone map is the only one who need a RGBA32 input texture, does it right to make it first to avoid all other post process to be RGBA32 ? Does it can be done before Bloom to avoid bloom output a RGBA32 texture ?
What is the good way to handle all that without loose perf too much perf ?

Thanks

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#2 Hodgman   Moderators   -  Reputation: 30432

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Posted 06 December 2012 - 08:31 PM

DOF, Boom and Motion blur all look much more realistic if they are done before tone-mapping (e.g. an out-of-focus bright point turns into a large disc, or a fast moving bright particle turns into a bright line), but yes, you get much better performance if they are done after tone-mapping.

Personally, if I was making a PC game, I would support both approaches and give the user the option of "HDR Post Processing: Yes/No", etc...

FXAA should always be done after tone-mapping.

In the last game I worked on, we did do most of the post-processing after tone-mapping, for performance reasons.
For the bloom, we used the HDR image as an input, but copied it to an RGBA8888 texture with something like output=(HDR*scale)-bias, which acts as a traditional "threshold" pass.
- Threshold and bias (to 8888) - blur, blur, blur -
    /                                                   \
HDR-                                                     - Screen Blend - DOF, motion blur - FXAA
    \                                                   /
     - ToneMap (to 8888) -------------------------------





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