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Member Since 06 Jan 2010
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HDR post-processing order

24 November 2015 - 05:47 PM



I'm trying to implement HDR post-processing pipeline but not sure which way i should use.


- Which is the best or most used order of HDR post-processing?


  Example 1.


  Depth Of Field
  Motion Blur
  Adapt Luminance
  Bloom -> Bright Pass -> color scaled by exposure -> threshold or something else
  Tonemap -> color scaled by exposure -> add bloom -> tonemap
  Color correction


  But these scale the color two times, should i divide it before tone mapping?


  Example 2.

  Bloom -> Bright Pass -> threshold or something else
  Adapt Luminance
  Tonemap -> color + bloom -> color scaled by exposure -> tonemap


  Seen's to be the best solution, right?

- Old days bright pass runs in LDR with a threshold value. However is there a better way to handle this in HDR?
  Maybe scale threshold by max white or lower exposure?


- Is it possible to do luma shapen in HDR, because after tonmapping it will also sharp DOF/Bloom?
  If so how to setup luma threshold value?



Morphological Antialiasing

21 March 2010 - 03:38 PM

Hi MLAA looks fantastic and can solve some issues like no hardware AA support on DX9 when using deferred shading. I what to create a post processing shader but i have some problems to understand these technique, so any discussion, help, hint or code are welcome. Thanks Links: Morphological Antialiasing paper by Alexander Reshetov from Intel Labs http://visual-computing.intel-research.net/publications/publications.htm Saboteur's PS3 anti-aliasing http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry Screen-space AA on GPUs http://forum.beyond3d.com/showthread.php?p=1367391 Some more pictures and videos http://forum.beyond3d.com/showthread.php?t=55634&page=7 "Metro 2033" call it "Analytical Antialising" http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry