HDR, High Dynamic Range, 高动态范围
<?xml:namespace prefix = v /><shapetype id="_x0000_t75" coordsize="21600,21600" o:spt="75" o:preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f"><stroke joinstyle="miter"></stroke><formulas><f eqn="if lineDrawn pixelLineWidth 0"></f><f eqn="sum @0 1 0"></f><f eqn="sum 0 0 @1"></f><f eqn="prod @2 1 2"></f><f eqn="prod @3 21600 pixelWidth"></f><f eqn="prod @3 21600 pixelHeight"></f><f eqn="sum @0 0 1"></f><f eqn="prod @6 1 2"></f><f eqn="prod @7 21600 pixelWidth"></f><f eqn="sum @8 21600 0"></f><f eqn="prod @7 21600 pixelHeight"></f><f eqn="sum @10 21600 0"></f></formulas><path o:extrusionok="f" gradientshapeok="t" o:connecttype="rect"></path><?xml:namespace prefix = o /><lock v:ext="edit" aspectratio="t"></lock></shapetype><shape id="_x0000_i1025" style="WIDTH: 326.25pt; HEIGHT: 163.5pt" type="#_x0000_t75"><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image001.png" o:title=""></imagedata></shape>
三项处理:
1. Glare, 即Bloom/Glow, 一种发光的效果, 包括曝光处理
2. Streaks, 即Star-like glow, 星光效果
3. Ghosts, 即Lens Flares, 镜头光晕

<shape id="_x0000_i1026" style="WIDTH: 253.5pt; HEIGHT: 567pt" type="#_x0000_t75" alt="Flow diagram for high dynamic range sample"><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image003.jpg" o:href="http://dev.gameres.com/Program/Visual/3D/HDRLight/flow.jpg"><font size="3"></font></imagedata></shape>
通常情况下, 只做第一种处理, 这样的HDR效果上并没有差太多, 但是效率比原来有很大提高, 也不需要那么多的RenderTarget. 这就是应用最广的Fake HDR(伪HDR).
<shape id="_x0000_i1027" style="WIDTH: 415.5pt; HEIGHT: 157.5pt" type="#_x0000_t75"><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image004.png" o:title=""><font face="Times New Roman" size="3"></font></imagedata></shape>
<shape id="_x0000_i1028" style="WIDTH: 414.75pt; HEIGHT: 268.5pt" type="#_x0000_t75"><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image006.png" o:title=""><font face="Times New Roman" size="3"></font></imagedata></shape>
Gaussian Filter(高斯模糊), 分u, v两个方向进行效果比较好

<shape id="_x0000_i1029" style="WIDTH: 427.5pt; HEIGHT: 438pt" type="#_x0000_t75" alt=""><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image008.jpg" o:href="http://images.gamedev.net/columns/hardcore/hdrrendering/Image13-Bluring.jpg"></imagedata></shape>
最后的Tone Mapping的曝光度要控制得当, 不然画面会失真

<shape id="_x0000_s1027" style="WIDTH: 497.95pt; HEIGHT: 373.4pt; mso-position-horizontal: absolute; mso-position-horizontal-relative: char; mso-position-vertical: absolute; mso-position-vertical-relative: line" stroked="t" type="#_x0000_t75" strokeweight="3pt"><font size="3"><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image009.jpg" o:title="Exposures"></imagedata><?xml:namespace prefix = w /><wrap type="none"></wrap><anchorlock></anchorlock></font></shape>
最终效果
<shape id="_x0000_s1026" style="WIDTH: 486pt; HEIGHT: 388.75pt; mso-position-horizontal: absolute; mso-position-horizontal-relative: char; mso-position-vertical: absolute; mso-position-vertical-relative: line" type="#_x0000_t75"><imagedata src="file:///C:/DOCUME~1/jradmin/LOCALS~1/Temp/msohtml1/01/clip_image011.jpg" o:title="rnl4"></imagedata><wrap type="none"></wrap><anchorlock><img alt="" src="https://p-blog.youkuaiyun.com/images/p_blog_youkuaiyun.com/xoyojank/HDR_Bloom_Effect.jpg"></anchorlock></shape>
本文深入探讨了HDR(高动态范围)渲染技术的核心概念及其在游戏开发中的应用。介绍了三种主要的HDR效果处理方法:Glare(曝光)、Streaks(星光效果)和Ghosts(镜头光晕)。此外,还讲解了FakeHDR(伪HDR)技术如何通过简化处理来提高效率,并讨论了GaussianFilter(高斯模糊)的应用以及ToneMapping(色调映射)的重要性。
2529

被折叠的 条评论
为什么被折叠?



