• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


  • Content count

  • Joined

  • Last visited

Community Reputation

115 Neutral

About EsorU

  • Rank
  1. Perfect that helps me a lot. Many thanks! Just to be clear if you using luminance for the threshold do you apply exposure to both first in bloom and a second time in tonemapping to hdr Color?   Edit: I try the lerp thing but i don't like it. Every thing will less sharp and got bloom (yes i've played with the value) so back to luminance threshold.
  2. Well you right but i also do downscale in the bright pass so nothing to save. *cry* Surely you can give me a answer to the main question where to insert luminance adaptation (exp 1 or 2) ?   To your advice i should do something like this?   Thanks X0
  3. Thanks for your replies.   What i have in mind is something like to take all values above the white point and scale them down. But this is what i currently using: LDR LColor.rgb *= max(GetLuminance(LColor.rgb) - BloomThreshold, 0.0f) * BloomMultiplier; HDR (Example 1) LColor.rgb *= saturate(max((GetLuminance(LColor.rgb) * Exposure) - BloomThreshold, 0.0f) * 0.5f); I also try MJP's lower exposure version but i found it hard to get a good value.   @Styves I think lerp should have the same problem as lower exposure every thing got bloom. I will give it a try. But how can these save a pass?
  4. Hi,   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?     - 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?   Thanks
  5. Or just try:   3.15 mod 1 = 0.15 3.15 - 0.15 = 3
  7. Have a look at: How to do good bloom for HDR rendering
  8. Maybe this [url="http://www.gamedev.net/topic/625984-math-for-computing-relative-sun-direction/"]>Math for computing relative sun direction<[/url] could help.
  9. Have a look at [url="http://timothylottes.blogspot.de/2011/07/fxaa-311-released.html"]FXAA 3.11[/url] on Timothy Lottes Blog and use the PC branch.
  10. sry worng thread [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img]
  11. Hi, did you already saw this? [url="http://www.gamedev.net/topic/607870-shadow-map-texture-format/page__p__4845213#entry4845213"]http://www.gamedev.n...13#entry4845213[/url] [url="http://www.gamedev.net/topic/617368-pack-depth-into-rgb/"]http://www.gamedev.n...depth-into-rgb/[/url]
  12. Nice work, thanks for sharing!
  13. Sounds good, but remember that you are using 8 bit for luminance value, may be this will be to inaccurate. For testing purposes try to calulate the luminance on the fly. [code]#define FxaaLuma(rgba) saturate( dot(rgba.rgb, FxaaFloat3(0.299f, 0.587f, 0.114f) )[/code] BTW: if you return 0 at "early Exit" then you can check how good your threshold/edge detection works.
  14. The "early Exit" code is important! Try if(earlyExit) { return rgbyM; }. For the first run also try FXAA_GREEN_AS_LUMA 1 or remove the sqrt from your luminace calculation.
  15. [quote name='DJTN' timestamp='1316987624' post='4865874'] 1. ...... I posted on these forums for help and was told it was for Deferred Rendering only. [/quote] It works well with forward forward rendering.