Re: [Algorithms] Dynamic Gamma / Tone Mapping
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From: Emanuele S. <in...@fo...> - 2005-12-01 17:41:06
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I agree with the tools. In fact we have custom ones...and use Lightwave = as it's native HDR. (sky generation, volumetric particle baking, to name = a couple) I also agree on the limited dynamic range needed. The original = St.Peter's basilica probe has got a maximum luminance value of ~1100. Not sure what you mean with "color contrast" ...but if you can generate = the whole data in HDR and keep it in realtime, you shouldn't experience = such a loss. What VALVE did on their last "not-quite-HDR show" could be a simple = gamma add operation. Once you have the overall frame's luminance, as said by someone else = previously, you could proceed like this: - RTT the framebuffer - Pass it to a gamma operator (pixel shader) just once - Add the result on a fullscreen quad N times The gamma operator is obviously the key to the desired effect. You might want to have a function that enhances bright values and = darkens midtones when you get a high overall frame luminance, or maybe = the other way around, to never get over-exposed nor pitch-black = lighting....but the latter is against the current common "desired look", = it seems. :) Unless they've dropped lightmapping, I doubt they've used real HDR data = in that demo. As you can see from our website, we instead manage HDR lightmaps, = together with dynamic lighting. Emanuele Salvucci Maya|Lightwave Game Technical Artist Lscript developer www.forwardgames.com ema...@fo... "#3. He causes things to look different so it would appear time has = passed." -------------------------------------------------------------------------= ------- ----- Original Message -----=20 From: "Wolfgang Engel" <wengel@RockstarSanDiego.com> To: <gda...@li...> Sent: Thursday, December 01, 2005 5:23 PM Subject: RE: [Algorithms] Dynamic Gamma / Tone Mapping The idea is to choose 256 luminance values out of the 64k that are = possible by using 16-bit textures. Choosing the 256 values can happen = over this whole range and under different criteria. You have a = middle-grey value that helps you to emphasize a specific range of = luminance values and with the light adaption result, you move the 256 = values you choose up and down through the 64k luminance value range. So the main idea is to choose the best suitable luminance range that = fits to the scene. The practical problems are - you do not really have 64k luminance values anywhere. The reason for = this is that we do not have the tools and teams do not have necessary = the experience on how to do this. So you end up with a much lower range = of values. - as already mentioned: color contrast gets lost - what I can see in some 360 games now: the light adaption process is = not very precise it stutters sometimes =20 I think the most difficult part about HDR/tone-mapping is to establish = an art pipeline that can produce predictable results. The problem starts = just by using Photoshop. Try to open up a HDR texture with CS2 and save = it ... it took some time until this really worked. At the same time we = tried the latest beta of Photogenics but while trying to adjust the = gamma value we bumped into a bug ............. =20 One of the things I would love to hear is, how VALVE did that for Lost = Coast, but I can understand that they do not want to share this :-) ________________________________ From: gda...@li... on behalf of = Emanuele Salvucci Sent: Wed 11/30/2005 7:01 PM To: gda...@li... Subject: Re: [Algorithms] Dynamic Gamma / Tone Mapping =20 A question about the model based on the eye perception, and new = consoles. =20 Considering X360 and PS3 are HDTV-ready and HDTV screens usually have = far higher contrast and luminosity than standard PC monitors or TVs, is = it useful to tone map with that model ? =20 At the end of the day, isn't an HDR scene well represented by a 1000:1 = contrast for most games...? =20 I'm suspecting it's gonna be a waste of cycles. =20 =20 =20 Best, =20 Emanuele Salvucci Maya|Lightwave Game Technical Artist Lscript developer =20 www.forwardgames.com <http://www.forwardgames.com>=20 ema...@fo... =20 "#3. He causes things to look different so it would appear time has = passed." ________________________________ ----- Original Message -----=20 From: Wolfgang Engel <mailto:wengel@RockstarSanDiego.com> =20 To: gda...@li...=20 Sent: Thursday, December 01, 2005 1:42 AM Subject: RE: [Algorithms] Dynamic Gamma / Tone Mapping Yep, the paper title is "Dynamic Range Reduction Inspired by = Photoreceptor Physiology". It is published in the IEEE 2005 Vol. 11, = No.1 January/February 2005, page 13. A short google search only showed = up the IEEE website where you can buy the paper ... I think I bought it = from there. Having bought my third paper from this website now, I am thinking about = a membership ... - Wolfgang ________________________________ From: gda...@li... = [mailto:gda...@li...] On Behalf Of = Rowan Wyborn Sent: Wednesday, November 30, 2005 2:32 PM To: gda...@li... Subject: RE: [Algorithms] Dynamic Gamma / Tone Mapping do you have links to either of those papers online? (siggraph or 2005 = paper)=20 :) thanks, rowan ________________________________ From: Wolfgang Engel = [mailto:gda...@li...] On Behalf Of = Wolfgang Engel Sent: Thursday, 1 December 2005 3:52 AM To: gda...@li... Subject: RE: [Algorithms] Dynamic Gamma / Tone Mapping I think good ideas for contrast improvements can be found in Erik = Reinhardt's 2005 paper ... just forgot the name, but he also talked on = SIGGRAPH this year about it. You might for example interpolate the luminance of a pixel with the = scene luminance or you might store luminance not for RGB per scene, but = for each color channel separately. This should help with contrast. Anyone tried this? - Wolfgang |