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Marco Salvi

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  1. Quote:Original post by wolf I actually skipped the log part and stored the luminance value in two 8-bit channels ... this is much much faster and looks quite cool. Yep, that works as well if you don't need to support insane dynamic ranges :) Actually it's also possible to save the alpha channel for something else and encode logarithmic luminance in just 8 bits. If one wants so support a medium dynamic range the final results are totally acceptable.
  2. Good, problem solved! I guess I will need to write a post on my blog about NAO32/LogLuv encoding sooner or later..
  3. Quote:Original post by LeGreg First the OP asked for floating point target + AA which is commonly used on PC (not talking about xbox or ps3 here). And yes it only works for recent graphics cards. Yes, but it seems to me that the OP explicitely asked for a solution working with hardware that doesn't support this feature. Perhaps I'm misreading his post.. Quote: Second your objection with tone mapping would require a much more complete article, so that's why it's not covered yet (but it has been discussed partially here and elsewhere). There's always Valve solution but that doesn't address everything (and only Valve in my knowledge uses it). It doesn't seem much complicated to me: tone mapping operators are mostly non linear operators and AA resolve doesn't commute with them.
  4. Quote:Original post by LeGreg This small article describes how to render to Fp16 targets with antialiasing : HDR with fp16 target and antialiasing How can it possibly work if it requires to create a FP16 rendertarget with multisampling? A lot of NVIDIA and ATI DX9 hardware doesn't support that. Another problem with it is that it performs tone mapping after AA resolve, while it should be the other way around. Unfortunately that would also be much slower.
  5. Quote:Original post by remigius Actually, I think we finally might have gotten a DX9/HLSL implementation of LogLuv to work for this purpose (over in this thread). Anything you'd care to add would be very much appreciated, especially if you have anything to share on filtering and/or MSAA pitfalls you warned about [smile] Thanks for the pointer remigius, I'll try to have a look at it later.
  6. Quote:Original post by myers Just a quick question: I gather that, because hardware FSAA can't be applied when rendering directly to a texture, the standard practice is first to render to some buffer that does permit AA (such as the back buffer), and then blit this to a texture. But I also understand that AA with floating point formats is unsupported on any current hardware (or at least on DX9-era hardware). So how is AA performed with HDR, or any other effect that requires FP textures? I assume there's a way other than just using software AA. Another way to do incorporate MSAA and HDR on DX9 class hardware is to store HDR colours in an alternative colour space that doesn't require more than 4 bytes per pixel. On the other hand I'm not sure it's possible with DX9 to read such a render target back and convert it to RGB (it needs to be tone mappe after all..), but PS3 and 360 can easily handle this technique.
  7. Hi David, I'm glad you're experimenting with my technique :) One thing is not clear to me: are you pre-filtering the shadow map at all? If you store linear depth you obviously need to use ln filtering, on the other hand if you don't need to support shadows casted by 'distant' objects you can just store exp(depth).. In both cases you need to prefilter your map! Marco