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jeremie009

Member Since 21 Sep 2012
Offline Last Active Jun 14 2013 09:14 AM

Topics I've Started

single non pinhole camera

14 December 2012 - 03:50 AM

I'm trying to figure out something about this paper, http://www.cs.purdue.edu/cgvlab/papers/popescu/popescuNPI_CGA11.pdf.
I'm not really sure about how I would implement it in my own game engine.
So from what I understood to create a single non pinhole occlusion camera I need to project the image along different ray based on the depth value ? Or do I need to distort the vertex projection so I can see occluded part?
Also I'm not sure but, can use something similar to a fisheye camera ?

Solved reconstruct depth in orthographic view

27 September 2012 - 12:30 AM

I've been trying to get my world space position of my pixel but I'm missing something.
I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code.

// Pixel shader
	 float3 lightPos  = lightPosition;// light World position use to draw the sphere volume
	 float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel;// use to project the normal and depth texture.
  
	 float depth = tex2D(depthMap, texCoord);
  
	 float4 position;
  
	 position.x = texCoord.x *2-1;
	 position.y = (1-texCoord.y)*2-1;
	 position.z = depth.r;
	 position.w = 1;
	 position = mul(position, inViewProjection);
	 //position.xyz/=position.w; // I comment it but even without it it doesn't work
  
  
	 float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2;
	 normal = normalize(normal);
  
	 float3 lightDirection = normalize(lightPos-position);
	 float att = saturate(1.0f - length(lightDirection) /attenuation);
	 float lightning = saturate (dot(normal, lightDirection));

	 return float4(lightColor* lightning*att, 1);



I'm using a sphere but it's not working the way I want. I reproject the textures properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the camera light volume update accordingly. I'm using an orthographic view ( non off centered) and xna.

HDR Bloom with RGBM encoding format

21 September 2012 - 11:31 PM

I've been trying to achieve bloom using a 8bit render target using rgbm but after I failed several times I've been wondering if it was even possible.

If i'm not mistaken the alpha contain the data about the intensity so when I doing the offset to do my Gaussian blur am I messing up the encode information ?

here's the code I'm using to encode and decode my image

float MaxRange = 6;
float3 DecodeRGBM(float4 rgbm)
{
return rgbm.rgb * (rgbm.a * MaxRange);
}

float4 EncodeRGBM(float3 rgb)
{
float maxRGB = max(rgb.x,max(rgb.g,rgb.b));
float M = maxRGB / MaxRange;
M = ceil(M * 255.0) / 255.0;
return float4(rgb / (M * MaxRange), M);
}


I'm able to encode and decode any image but when I try to blur the image doesn't look right. Highly saturated and lot of crazy color.


And here's my blur function
( taken from matt pettineo)

/ Performs a gaussian blue in one direction
float4 Blur(float2 texcoord, float2 texScale, float sigma)
{
float4 color = 0;
for (int i = -6; i < 6; i++)
{
float weight = CalcGaussianWeight(i, sigma);
float2 texCoord = texcoord;
texCoord += (i / size) * texScale;
float4 sample = tex2D(BloomMap, texCoord);
sample.rgb = DecodeRGBM(sample);
sample.a = 1;
sample*=sample;
color += sample * weight;
}
return color;
}

I also I'm using xna and I'm able to blur the image using hdrblendable but Id prefer to use an 8 bit image so I can use a filter on it. ( xna doesn't support filter anymore for many format).

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