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Member Since 18 Dec 2006
Offline Last Active Feb 06 2016 07:58 AM

#4824935 Order of post processing pipeline

Posted by on 18 June 2011 - 08:52 PM

-HDR isn't a pass. Tonemapping is the part of HDR that's implemented as a postprocess.
-you're more or less "correct" already, as you should do most effects in HDR. You'll pay for it though.
-to fold together passes, just look at it in general (we can't say exactly HOW you'll implement things). Probably vignetting/gammacorrecting can be stuffed into another pass. But since all your convolutions depend on each other, you'll have to store the results somewhere.

#4787213 Frustum culling using loose octrees

Posted by on 17 March 2011 - 05:07 PM

Well, if you've got your level, and k=2, you're there

since an object fits inside the node, any bounding box with it's centre in the node will fit, if you calculated the level correctly. (worst case scenario: centre of bb on the edge of "tight" node, bb's dimensions is equal node's dimensions. Half of the bb is outside the "tight node", but each side of the "tight" is padded by the same amount (half dimension) of loose.

or, in pseudo

int depth; //you got this

int horizontalNodeIndex = depth*(bb.centre.x / sceneBB.width)