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Deferred lighting separate lighting rendering and make lighting a completely image-space technique. This is very different the forward rendering. At first as the limitation of the hardware, we could make per-object lit by max number of 8 lights at on…
http://blog.csdn.net/toughbro/article/details/6755394 bufferencoding游戏float算法 bungie 06年,gamefest上的paper. 全文讲的比较系统,有空的话还是看原文的比较好,这里摘录一些我觉得很不错的部分. 补上微云链接:http://url.cn/I4SYbF Why HDR? 为什么要hdr?简而言之就是更加真实,相比之下LDR失真的地方很多,进而影响了沉浸类游戏对玩家的代入感, 具体到实际的好处,列了这么几…
HDR(High Dynamic Range Imaging)在摄影中指高动态范围成像.国内的教程基本语焉不详,找到一篇比较详尽的国外教程翻译出来,希望对大家有帮助.^_^ 原文地址:http://photo.tutsplus.com/tutorials/hdr/how-to-shoot-and-post-process-professional-hdr-photos-in-one-day/ 怎样在一天之内完成一张HDR照片的拍摄与合成Peter Tellone教程细节:程序:Photomati…
Deferred lighting separate lighting from rendering and make lighting a completely image-space technique. This is very different from the forward rendering. At first as the limitation of the hardware, we could make per-object lit by max number of 8 li…
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Management; using System.Drawing; using System.Configuration; using AForge; using AForge.Video; using AForge.Video.Direct…
http://blog.csdn.net/toughbro/article/details/6745207 float游戏存储照片blogimage HDR high dynamic range. 很多程序朋友(包括我)都是从dxsdk上看到和学习这个概念,开始学习的更多的是一整套hdr sample的流程: 在float render target上去render scene 后面很多console上的游戏使用rgbm等编码方式来节省内存和bandwidth 通过down sample去计算亮…
http://www.gamedev.net/topic/496785-deferred-rendering-and-hdr/ Quote: Original post by jstrohYeah 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…
转自:http://blog.csdn.net/lqhbupt/article/details/7828827 1.HDR简介HDR的全称是High-DynamicRange(高动态范围).在此,我们先解释一下什么是DynamicRange(动态范围),动态范围是指图像中所包含的从“最亮”至“最暗”的比值,也就是图像从“最亮”到“最暗”之间灰度划分的等级数:动态范围越大,所能表示的层次越丰富,所包含的色彩空间也越广.那高动态范围(HDR)顾名思义就是从“最亮”到“最暗”可以达到非常高的比值.在日…
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