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Krypt0n

Member Since 07 Mar 2009
Online Last Active Today, 06:26 AM

Posts I've Made

In Topic: How Do You Handle Gamma Correction?

14 July 2016 - 12:57 PM

before doing calculations with them in your shaders, you convert them to linear space (by raising it to the power of 2)

you need to raise it by the inverse, 1/2.2

In Topic: Is it possible “Update” texture in one pass?

08 July 2016 - 12:39 PM

if you really just want to add the bloom value, how about additive blending,while the pixelshader reads and output the bloom color?

In Topic: Is it possible “Update” texture in one pass?

08 July 2016 - 08:33 AM

as long as the compute shader runs per pixel (and doesn't sample neighbouring pixel),  Sergio's suggest should work well.


In Topic: Techniques used for precomputing lightmaps

08 July 2016 - 12:22 AM

i think photon mapping is the simplest and most feature rich way to go. you can gather indirect illumination as well as direct illumination like projected colored light without adding complexity, as every light source can be handled in individual passes.
gathering can also easily add features like caustics, ambient occlusion without addinh complexity.

the real challenge in my experience is uv generation. in a first step you might want to skip it and use some existing tool.

check out the paper of square enix on fast global illumination baking and from last of us.

In Topic: Proper billboarding/impostors for asteroids fields, where object instances ar...

28 June 2016 - 01:51 AM

nowadays I would go for volumetric imposter, something like:

http://developer.nvidia.com/GPUGems3/gpugems3_ch21.html


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