The hdr tag has no wiki summary.
0
votes
0answers
67 views
Unity 5 Enlighten - How do I make objects look bright?
I've recently started using Unity 5 and have been reading up on their global illumination and physically-based shaders using Enlighten here.
Unfortunately, I would seem that the demo project which ...
0
votes
1answer
100 views
Plot HDR tonemap curves
I am using a tonemapper in our project and a friend of mine asked if I could provide him with a plot of the tonemapper used (different functions are implemented). I tried in MATLAB to copy the ...
8
votes
1answer
278 views
Specular banding with high specular power
We're having some issues with our ray tracing in DirectX, especially with some serious banding issues with specular. With high specular power (above 8) banding starts. I'm wondering if this is an ...
1
vote
2answers
722 views
Fast fullscreen quad rendering in Direct3D 11?
For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
3
votes
1answer
173 views
Understanding and editing HDR light environments in Photoshop
I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm trying to understand what range of ...
0
votes
1answer
40 views
Problem with .hdr/.pic format
So, everything was clear from the specification point of view, but when I moved to reading through some of the original implementations and reimplementations, I ran into this:
f = ...
2
votes
0answers
743 views
How to set up bloom in Unity
Last time I used image effects in Unity it was back when 3.0 was released and for bloom you used the object's alpha to indicate whether it should glow or not. Now in 4.2 I couldn't grasp how to apply ...
2
votes
1answer
833 views
Uncharted 2 tone mapping and an eye adaptation
I found an example of uncharted 2 tone mapping on this site. Here is the code:
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float3 ...
17
votes
1answer
2k views
Does HDR rendering have any benefits if bloom won't be applied?
At the moment I use an image based light in my game for environment lighting. I sample a sky cubemap to get diffuse and specular lighting. At the moment I use a HDR rendering pipeline - the skybox ...
2
votes
1answer
3k views
How to create HDR and bloom in Unity3D?
Unity3D's reference describes the HDR Bloom as:
Using HDR allows for much more control in post processing. LDR bloom
has an unfortunate side effect of blurring many areas of a scene even
if ...
0
votes
1answer
2k views
Reinhard tone mapping and color space [closed]
I found two ways of doing tone mapping (first, second):
//Ld - this part of the code is the same for both versions
float lum = dot(rgb, vec3(0.2126f, 0.7152f, 0.0722f));
float L = (scale / ...
2
votes
1answer
840 views
HDR / Tone Mapping - choosing parameters
I implement HDR in my graphics engine (deferred rendering) based on this document: link I save a luminance in a texture (RGBA16F) this way:
const float delta = 1e-6;
vec3 color = texture(texture0, ...
32
votes
3answers
1k views
How do you author HDR content?
How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR?
Note that I'm not ...
14
votes
4answers
3k views
how does HDR work?
I'm trying to understand what HDR is and how it works.
I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl.
However it's still pretty foggy.
Say I'm ...