http://www.gamedev.net/topic/496785-deferred-rendering-and-hdr/

Quote:

Original post by jstroh
Yeah I've been reading about people saying "oh you can only do it if the device supports fp16 texture blending" but it's pretty simple to just add to a texture in a pixel shader lol. Ok cool thanks, much appreciated as always.

Except that it means that you need to ping-pong your texture for every light that you render... and you can't batch up lights into one DP... and you need to worry about copying at least the affected part of the texture into the second ping-ponged texture every time you render a light...

In short it's rather impractical to do it manually for a scene with complex lighting. If you mean to target GPUs without fp16 blending, you're going to want to look at an alternate HDR representation, such as Valve's post-tone-mapped RT stuff (sacrifices a lot of flexibility in your tone mapping unfortunately), or potentially some of the alternate colour space stuff like LogLUV or similar.

Posted 06 June 2008 - 07:54 AM

lol that's some hack tastic HDR there valve :P

Damn XNA+XBOX 360 not having FP alpha!!!

EDIT: It does support 10.10.10.2 with alpha though. I was looking through HDR_The_Bungie_Way.ppt and they found that the 360's 10.10.10.2, which is 7e3, doesn't give enough exposure:

Quote:

10-bit floating point formats.

The XBOX 360 has full support for the 7e3 format (7 bits mantissa, 3 bits exponent), which is the dark purple curve.
7e3 has more than enough precision, but only gives you about 3 stops of exposure range – it’s well into the banding region with the 5 stop headroom here.

Another alternative, not supported by XBOX 360 but possibly showing up on PC hardware soon, is 6e4.
This format has just enough precision, as it is barely poking above the visual curve. But it gives you a full 10 stops of exposure range.

DX10 will support 6e5 I believe, with 5e5 for the blue channel. It is difficult to say if 5 bits is enough for the blue channel – this visual curve I measured was monochrome values, for which 5 bits will exhibit some banding. The blue channel, however, might require less precision.

I might just try it for the hell of it to see if my scene has banding.

EDIT AGAIN:

Oh and I was looking into the other techniques where you store a brightness in the alpha channel: http://www.daionet.gr.jp/~masa/archives/GDC2003_DSTEAL.ppt

but of course you can't alpha blend that :P

So it seems like 10.10.10.2 is the only option I can find for deferred with tons of lights on the 360.

 
 

Like

0Likes1Likes

Like

Posted 06 June 2008 - 09:32 AM

Quote:

Original post by jstroh
Damn XNA+XBOX 360 not having FP alpha!!!

EDIT: It does support 10.10.10.2 with alpha though. I was looking through HDR_The_Bungie_Way.ppt and they found that the 360's 10.10.10.2, which is 7e3, doesn't give enough exposure:

Be careful: you're talking about 2 different surface formats here. XNA supports regular A2R10G10B10, which is a fixed-point format with some extra precision (everything will still be normalized to the range [0,1]). The format Bungie is talking about, which uses floating-point components, is not accessible through XNA. The reason why is because this format is unique to the 360, and has some interesting quirks about it's usage (the format only exists in the 360's eDRAM backbuffer, when it's resolved it's copied out to main memory as full fp16).

Because of that, the HDR situation on 360 through XNA basically sucks. You can use fp16, but you get two wonderful problems along with it:

-Backbuffer size is doubled, which means you have to tile even without MSAA
-No alpha-blending

So you're stuck with those problems, doing something with alternate color spaces, or using the Valve method. Not great options, IMO. I've been wrestling with these issues myself over the past few weeks, and I think I'm just going to bite the bullet and go with fp16 on both 360 and PC. I'm using a forward renderer so at least I don't have to worry about batching lights, but any alpha-blended geometry is going to be a pain.

I actually brought up the issue over at Connect, and they basically said they're not looking into giving access to the fp10 format. I understand it creates some inconsistency they don't want across the PC and 360 platforms, but it's really frustating not having access to one of the 360's unique advantages.

 
 

 - 11:02 AM

Quote:

Original post by jstroh
Do you think removing light batching would eliminate the speed benefit of deferred? hmmm

Depends how many lights you have, but if you have enough lights that deferred is faster than forward for you, you'll probably have trouble with the number of ping-pongs and copies you have to do to implement the manual blending. Feel free to try it out though and see. 

[ZZ] Deferred Rendering and HDR的更多相关文章

  1. Tutorial - Deferred Rendering Shadow Mapping 转

    http://www.codinglabs.net/tutorial_opengl_deferred_rendering_shadow_mapping.aspx Tutorial - Deferred ...

  2. Tile-Based Deferred Rendering

    目前所有的移动设备都使用的是 Tile-Based Deferred Rendering(TBDR) 的渲染架构.TBDR 的基本流程是这样的,当提交渲染命令的时候,GPU 不会立刻进行渲染,而是一帧 ...

  3. Deferred Rendering(三)反锯齿和半透明问题

    Deferred 框架下的AA 前面说过Deferred 框架下无法使用硬件AA.这句话不严谨: Deferred Shading在G-Buffer之后,物体几何信息全被抛弃了,导致兴许每一个像素都独 ...

  4. Forward Rendering VS Deferred Rendering

    http://gad.qq.com/article/detail/32731 Forward Rendering Deferred Rendering

  5. deferred rendering with msaa

    https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiasedde ...

  6. Tile based Rendering 二 tbr and tbdr 优化建议tiled based deferred rendering

    http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-TileBasedArchitectures.pdf tbr 和tbdr ...

  7. Deferred Rendering(二)G-Buffer的组织

    先来看一张网上广为流传的<杀戮地带2>典型的Deferred Shading的G-Buffer组织: 这里补充解释下几个点: 不存Position,而由depth和屏幕像素坐标反推出来.參 ...

  8. [ZZ] RGBM and RGBE encoding for HDR

    Deferred lighting separate lighting rendering and make lighting a completely image-space technique. ...

  9. [ZZ] Understanding 3D rendering step by step with 3DMark11 - BeHardware >> Graphics cards

    http://www.behardware.com/art/lire/845/ --> Understanding 3D rendering step by step with 3DMark11 ...

随机推荐

  1. 【2016-07-11】Qt远程部署失败,提示"没有那个文件或目录"的解决方法

    首先明确一下,这里的部署失败与网络连接.ssh/scp/sftp等无关. 一般出现在删除了远端上的可执行文件,而本地程序未做明显改动时远程部署执行的时候. Qt应用程序输出中的提示信息如下: 究其原因 ...

  2. 如何在Win8系统上建立WIFI热点

    1.首先将鼠标移到桌面左下角,单击右键,在弹出的快捷菜单中找到“命令提示符(管理员)”,点击 2.点击后,系统就以管理员权限打开了命令提示符,在命令提示符中输入以下命令“netsh wlan set ...

  3. PHP单引号和双引号的区别

    单引号和双引号的区别 .双引号 里的东西 输入的时候能判断是否 包含 变量,如果包含 变量 就一起输出 .单引号里的就不一样,不判断是否有变量,就全部当成 字符串 输出 .单引号解析的时间比双引号快 ...

  4. poj 2392 多重背包

    题意:有几个砖,给出高度,能放的最大高度和数目,求这些砖能垒成的最大高度 依据lim排个序,按一层一层进行背包 #include<cstdio> #include<iostream& ...

  5. 理解ASP.NET 5的中间件

    今天推荐的这篇文章,讲述了如何实现和使用ASP.NET 5的中间件. 虽然在ASP.NET 5中,微软没有再强调OWIN(Open Web Interface for .NET)及其微软官方的OWIN ...

  6. Struts2中ActionContext和ServletActionContext

    转自:http://blog.sina.com.cn/s/blog_6c9bac050100y9iw.html 在Web应用程序开发中,除了将请求参数自动设置到Action的字段中,我们往往也需要在A ...

  7. 桌面窗体应用程序,FormClosing事件

    private void Form1_FormClosing(object sender, FormClosingEventArgs e) { //主窗体关闭时,弹出对话框.判断对话框的返回值(即用户 ...

  8. calendar 示例

    package unit5; import java.text.DateFormatSymbols; public class MyMonth { private int month; private ...

  9. 1143 多少个Fibonacci数

    时间限制:500MS  内存限制:65536K提交次数:270 通过次数:16 题型: 编程题   语言: C++;C Description 给你如下Fibonacci 数的定义: F1 = 1 F ...

  10. BZOJ1086 [SCOI2005]王室联邦(树分块)

    把树的结点分块,块内结点连通且个数[b,3b]. 一遍DFS,维护一个栈,设置一个虚拟栈底以保证连通,递归返回时判断栈内元素个数是否大于等于b,是则划分为一个块,最后剩下的与最后一个块划分在一起. h ...