If you can run this you\'ll probably be able to run TTR:T.
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10-27-2005, 05:59 AM
Post: #16
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RE: If you can run this you\'ll probably be able to run TTR:T.
Well, to put a bit of the way this system likely calculates HDR into perspective, let me explain some of what this system does:
In order to acheive the effect of HDR(in \"true\" nature: i\'ll go into that later on )you have multiple steps at which this thing takes. First, you need to take a copy of the currently rendered scene. Taking this screen, you downscale it multiple times untill you have a very small resolution of the original scene. This mipped version is then used to calculate the average intensity of the scene. Once we have our average intensity, we make 2 more versions of the scene, an under exposed, and over exposed, and combine them together, this is used to create the blooms. We take our combined screen, do some gaussian blur to the overbrighted parts, and then draw all this back onto the screen. This takes a crapload of passes to do \"properly\". Now, why did i say true with quotations around it? Because at the moment, it is *impossible* to do true HDR on a computer. Why? because HDR is where you have lighting exposure outside of the 100:1 range. However, pretty well all monitors do not go past that. This is where the blooming effect in HDR implementation\'s ingame come from. In real life, you arent going to get a great big blob of white bloom off a lit surface, no matter what the exposure is unless a) you\'re directly looking into a lightsource b)you are looking at a reflective material that is reflecting a very powerful light source, such as the sun. we use bloom ingame, even though it\'s unrealistic, to portray the fact that it\'s very bright, and outside our standard range rendering because we cant actually do that with a monitor. Anyways, the reason performance might be so bad is because this is \"true\" HDR, which generally involves doing a crapload of re-rendering, screen capturing, and post processing. However, the system we\'re going to be using doesnt require most of this, acheives the same overall effect, and uses only pixel shaders 1.1 -Reno out |
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