high dynamic range rendering

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3 comments, last by CC Ricers 11 years, 3 months ago

hello , I am design game using XNA , I work on apply HDR rendering for my images , but the problem is I don't understand well the

The LogLuv Encoding for Full Gamut !! I take alot of math courses , but still bit confused ! so any prerequisite books for this title so that I can understand HDR for games !!

I took digital image processing course :)

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LogLuv encoding was popular many years ago, when support for floating-point textures on GPUs was rare and/or slow.

These days, it's better to not bother with fancy encodings like that, and instead just use a floating-point texture format, such as HalfVector4 (a.k.a. D3DFMT_A16B16G16R16F).

Hodgman,

Do most video cards these days support the floating point textures? Do the onboard cards do this now too?

Thanks
Jeff.

[quote name='jeffkingdev' timestamp='1358523771' post='5022914']
Do most video cards these days support the floating point textures? Do the onboard cards do this now too?[/quote]

Even those god-awful Intel integrated chipsets have had floating point textures for a couple of generations now.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

As you're working with XNA, it's advisable to use the HdrBlendable surface format. It's a floating point format specifically made for HDR use, which uses 4 Half Vectors for GPUs on the PC. Just keep in mind its limitations, like not being able to use a linear texture filter for it.

New game in progress: Project SeedWorld

My development blog: Electronic Meteor

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