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Plan for Jeff "Reno" Raab
Plan for Jeff "Reno" Raab
| Name: | Jeff "Reno" Raab | |
|---|---|---|
| Date Posted: | Sep 24, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeff "Reno" Raab |
Blog post
FFDRL inches closer....
Well, after a lovely run in with a few problems, we have manged to get our Fixed Function Dynamic Range Lighting implementation closer to completion.
here's a beutiful shot of it compared next to standard Torquq lighting.

Currently, this is still runnig through a fixed apature system, but you can see how it now shows a *far* wider range of colors, ranging for overbright, to underexposed, like the shadows on the terrain(credit for that peice of brilliance goes soley to Del ;) )
All that's left is to finish up and polish off the dynamic apature adjustment code itself, and our DRL code will be close to completion.
why am i calling it the DRL code?
it stands for "Dynamic Range Lighting"
While it simulates the general effect of HDR, as several have pointed out, it doesnt truely "over/under expose" the lighting, or use floating point surfaces, so we opted for a name that was generally the same as HDR, but at the same time, was true to what it was. So we're using Dynamic Range Lighting.
hope you enjoy your pretty picture. We're working on a few more snazzy things to drop on this yet, so you havent seen everything ;)
-Reno out.
here's a beutiful shot of it compared next to standard Torquq lighting.

Currently, this is still runnig through a fixed apature system, but you can see how it now shows a *far* wider range of colors, ranging for overbright, to underexposed, like the shadows on the terrain(credit for that peice of brilliance goes soley to Del ;) )
All that's left is to finish up and polish off the dynamic apature adjustment code itself, and our DRL code will be close to completion.
why am i calling it the DRL code?
it stands for "Dynamic Range Lighting"
While it simulates the general effect of HDR, as several have pointed out, it doesnt truely "over/under expose" the lighting, or use floating point surfaces, so we opted for a name that was generally the same as HDR, but at the same time, was true to what it was. So we're using Dynamic Range Lighting.
hope you enjoy your pretty picture. We're working on a few more snazzy things to drop on this yet, so you havent seen everything ;)
-Reno out.
Recent Blog Posts
| List: | 03/31/06 - The Third Reich's New Home 01/20/06 - What's happened to TTR? 10/14/05 - Plan for Jeff "Reno" Raab 09/24/05 - Plan for Jeff "Reno" Raab 09/21/05 - Plan for Jeff "Reno" Raab 02/18/05 - Plan for Jeff "Reno" Raab 02/10/05 - Plan for Jeff "Reno" Raab 01/25/05 - Plan for Jeff "Reno" Raab |
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Submit your own resources!| Teck Lee Tan (Sep 24, 2005 at 08:22 GMT) |
| Alex Scarborough (Sep 24, 2005 at 08:37 GMT) |
On the plus side, it works on any card you care to run it on, and doesn't really add much overhead. We're rendering ~6 full screen quads. Maybe up to 10 if you're scalar is a tad up there. In a worst case scenario, where you have a scalar of 20 and a bias of -16 (it actually works, trust me), then you'll render around 15 full screen quads. Handy little algorithm.
| Jeff "Reno" Raab (Sep 24, 2005 at 09:47 GMT) |
we havent fixed the interior/water lighting yet, but it's on the to do list.
again, still a fixed range:
[image]http://img394.imageshack.us/img394/5614/torquedemo20050924042828076zz.th....
[image]http://img394.imageshack.us/img394/4907/torquedemo20050924042835344kp.th....
[image]http://img394.imageshack.us/img394/908/torquedemo20050924042845988fv.th.j...
[image]http://img394.imageshack.us/img394/166/torquedemo20050924042857060yt.th.j...
[image]http://img394.imageshack.us/img394/5749/torquedemo20050924042904144bs.th....
[image]http://img394.imageshack.us/img394/7802/torquedemo20050924042908708wa.th....
Hope you enjoy ;)
Edited on Sep 24, 2005 09:49 GMT
| Greg Gardinier (Sep 24, 2005 at 17:33 GMT) |
| Chris "DiGi" Timberlake (Sep 24, 2005 at 19:16 GMT) |
Edit: Can we see how it looks on interiors?! =D?
Edited on Sep 24, 2005 19:19 GMT
| Alex Scarborough (Sep 24, 2005 at 19:31 GMT) |
Talk to mittens for a real HDR implementation in TSE, not our uber cheap post-render filter hack. This was designed solely so it would work in fixed-function on older cards. TSE does not work on fixed function cards. Therefore, there is no reason to take a method designed around fixed function and apply it to a shader engine. Shaders are your friends, use them when you can.
And day/night doesn't work on interiors right now, but here is the core stuff on an interior. Again, it's just a post-render filter, so it applies equally to all things.
[image]http://img13.imageshack.us/img13/6928/screenshot023000012uv.th.png[/image...
Edited on Sep 24, 2005 19:32 GMT
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