Author Topic: HDR rendering in DX9  (Read 1592 times)

Offline TrinireturnofGamez

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HDR rendering in DX9
« on: January 30, 2005, 12:23:42 PM »
http://www.daionet.gr.jp/~masa/rthdribl/#System

 minimum requirements : DX9 capable video card . Serious 3d graphics, perfect thing to use when overclocking and looking for  artifacts .  
  This is what nvidia and ATI mean by 'cinematic graphics' , you can emulate motion blur, halos, depth of field , specular etc. like you would do in Maya or 3dMax but much faster .  instead of using RGB colouring , it uses 'HDR' which  helps it render more lifelike light effects , instead of just shading polygons and pixels different colours .                      
http://freetrinipoetry.blogspot.com/

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HDR rendering in DX9
« on: January 30, 2005, 12:23:42 PM »

Offline TrinireturnofGamez

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HDR rendering in DX9
« Reply #1 on: January 30, 2005, 12:31:45 PM »
the same skull model but with a metalic texture and a new light enviromnent.


- What is rthdribl

    Rthdribl is a technical demo of "High Dynamic Range Image-Based
  Lighting".  DirectX® 9.0 high-precision texture formats and
  version-2.0 of Pixel Shader represent real-time true HDR rendering.
  Light sources and reflected or refracted lights that are very bright
  cause Glare.

    Technical features of this demo are:
   - True HDR (High-Dynamic Range) Rendering
   - IBL (Image-Based Lighting)
   - Glare Generation (Afterimage, Bloom, Halo, Ghost, and Star)
   - Automatic Exposure Adjustment
   - Iris shaped Depth of Field blur
   - Realistic Motion Blur
   - FSAA (Full-Scene Anti-Alias)
   - Fresnel Reflection (Specular Reflectance, Metallic Color-Shift)
  etc.

    The Glare, the Motion Blur, the Fresnel Reflection and the Depth
  of Field effects work properly by rendering with HDR.

    These effects are still expensive for real-time rendering like
  games, but will hopefully be of practical use in the near future.


- System Requirements

  - Intel® 80x86-compatible CPU
  - Microsoft® Windows® 98, ME, 2000, or XP
  - DirectX® 9.0 or later
  - A video card that supports Vertex Shader 2.0 and Pixel Shader 2.0

    Additionary, 16-bit floating point per component and 16-bit
  integer per component texture formats that can be rendered are
  highly recommended.  If the current D3D driver doesn't support any
  floating point texture formats, the Depth Of Field and the Halo
  effects will not work.  And if doesn't support any high-precision
  texture formats (at least 16 bits per component), both of the image
  quality and the frame-rate will be down :-(
                     
http://freetrinipoetry.blogspot.com/

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HDR rendering in DX9
« Reply #1 on: January 30, 2005, 12:31:45 PM »

 


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