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jeffkingdev

HDR Confusion

3 posts in this topic

I implemented HDR + Bloom. My HDR seems a bit unstable and I don't know why. I was basically following the HDR Pipeline sample in the DX SDK + resources online.

I have these problems:[list=1]
[*]My scene gets blown out all the time. If I look at any dark part of the scene its blown out (see pic)
[*]If I move around, small changes in luminance values seem to make the ground flicker (I don't show this, but it happens)
[*]If I do lower my exposure to like 0.24. It does help, but then the overall scene is dark. If I then play with my lights, all I see is white spots on the terrain, but the rest of the terrain is still dark.
[/list]
As you can see, I'm really confused. Here's part of my Hdr post process shader:

[code]
....

// fExposure is = 1.0 (for simplicity)
// fGaussianScalar is = 1.0 (for simplicity)
// l.r = average luminance value (what you see in the pictures in the box I highlighted)
// l.g = max luminance value from the original texture.
// final = texture color.

float Lp = (fExposure / l.r) * max( final.r, max( final.g, final.b ) ) + 0.1;

float LmSqr = (l.g + fGaussianScalar * l.g) * (l.g + fGaussianScalar * l.g);

float toneScalar = ( Lp * ( 1.0f + ( Lp / ( LmSqr ) ) ) ) / ( 1.0f + Lp );

finalCol = (final) * toneScalar;
finalCol.a = 1.0;

return(saturate(finalCol));

[/code]

Here is what happens when I look at a white sky:
[attachment=11730:hdr-sky.jpg]

Here is what happens when I look at the ground:
[attachment=11731:hdr-ground.jpg]

Here is what happens when I set the exposure to 0.24 and look around:
[attachment=11732:hdr-lowexposure.jpg]
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i m not very sure about the format per pixel of the texture( variable final ). if is a kind of 16-bit type, it may beyond 1.0 and thereby it may be white though you saturate it. you can trace or debug by PIX, a software which is used to debug HLSL, or use nsight if you have 2 video cards. When tracing, you can watch the value variable final and finalCol.
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wngabh11,

It's a normal diffuse texture (8-bit per pixel, 32-bit texture). The toneScalar will +, or - the value which might make it blow out like it is.... problem is, is that what happens? I play games with HDR and it's a subtle effect. Mine is extreme and if I lower the exposure to get a more subtle effect, the scene is so dark, I can't get a normal blue color to show up.

When my exposure is set to 0.24, my white's are gray, I can't get them a true white.

Thanks
Jeff.
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Jeff.

your problems is vague for me, because there are many factors that can cause the problems. But as you said that changing the exposure can change the color, i guess, there must be some wrong parameters. And the white color also indicates that you color value is beyond 1.0. Hence, i hope you to check the value of variables when running the program. Debug them. it is not complex.
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