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[DX11] Basic HDR question

Started by CuboDeAgua Feb 9, 2011 at 4:12 PM 4 replies 1.9k views
Original Post
CuboDeAgua
CuboDeAgua
Hi,
I want to create a shine effect from alpha values greater than one. Can i directly store those alpha values in a common color buffer or something else must be done?

Thanks
MJP
MJP

Hi,
I want to create a shine effect from alpha values greater than one. Can i directly store those alpha values in a common color buffer or something else must be done?

Thanks


Sure. As long as you're rendering to a render target format that has an alpha channel, you can store whatever you want with the alpha channel and then sample it later for post effects. That is how the earliest and simplest bloom/glow effects were implemented.
CuboDeAgua
CuboDeAgua
Nice
And... how are the new ones done? (just an idea)
PhilTaylor
PhilTaylor

Nice
And... how are the new ones done? (just an idea)


floating point render targets, to store values >1 directly. there are still steps to be taken after that, but thats the basic idea.

check out the DX SDK samples, grep on HDR and you will find the D3D10 samples that do this. HDRPipeline is especially worthy of study.
Intel Gaming and Graphics Samples
was Intel Larrabee, Microsoft Flight Sim, Microsoft Visual Studio SDK, Microsoft DirectX SDK, and further back in the depths of time...

CuboDeAgua
CuboDeAgua
Thanks, I'll take a look at those examples ^^.

InvalidPointer
InvalidPointer
Additionally, nVidia has a halfway decent demo on render target formats and their effect on final image quality: see here (link to zipped demo).
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.

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