HDR Pipeline: Difference between revisions

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No change in size ,  16 April 2021
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A few implementation details for the curious:
A few implementation details for the curious:


- It's a deferred renderer. Most post-processing effects integrate
* It's a deferred renderer. Most post-processing effects integrate
very nicely with a deferred pipeline, and modern forward rendering
very nicely with a deferred pipeline, and modern forward rendering
techniques usually require a depth prepass. I haven't found an easy
techniques usually require a depth prepass. I haven't found an easy
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prepass, so I preferred to just go deferred.
prepass, so I preferred to just go deferred.


- Entirely PBR-based. Old/legacy materials try to "translate" from the
* Entirely PBR-based. Old/legacy materials try to "translate" from the
legacy ambient/diffuse/specular model to PBR metalness/roughness.
legacy ambient/diffuse/specular model to PBR metalness/roughness.
Still, the classic pipeline isn't going anywhere. If a particular
Still, the classic pipeline isn't going anywhere. If a particular
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ALS/classic.
ALS/classic.


- HDR and eye adaptation. Lighting values are written to HDR buffers
* HDR and eye adaptation. Lighting values are written to HDR buffers
and then tone mapped based on a exposure setting. This exposure
and then tone mapped based on a exposure setting. This exposure
parameter is calculated automatically based on the average scene
parameter is calculated automatically based on the average scene
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wearing sunglasses? :)
wearing sunglasses? :)


- Real time environment mapping. At the start of the frame we render
* Real time environment mapping. At the start of the frame we render
to a cubemap and subsequent passes use this information to evaluate
to a cubemap and subsequent passes use this information to evaluate
indirect lighting.
indirect lighting.


- Miscellaneous post-processing passes like ambient occlusions, FXAA,
* Miscellaneous post-processing passes like ambient occlusions, FXAA,
bloom, etc.
bloom, etc.


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