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2009年5月 的存档

HDR相关

2009年5月22日 没有评论

呃那啥,HDR在GeForce7上面是个头痛的问题。GF7虽然支持fp16的渲染目标,却无法在使用fp16渲染目标的同时打开MSAA。其原因就不深究了,网上早有说明,总之事实如此。

HL2在Lost Coast中加入了HDR支持,不过因为当时MSAA和fp16冲突,Value并没有使用很直观的fp16方法来实现HDR,而是用了普通的int8来实现,其做法就是将光照信息编码压缩到RGBA的总共32bit里面。不过这有个问题,在Alpha混合的情况下处理起来会很麻烦,因为编码也会用到alpha通道。

然后,GeForce7600(或者说DX9c?)的显卡支持int16也就是每通道16位整数的渲染目标,但是在dx9c中int16并不支持alpha blending,于是pass。再考虑A2R10G10B10的渲染目标,此格式是支持alpha blending的,而一般的alpha blending只用到dest alpha(也就是贴图中的alpha通道)并没有用到framebuffer中的alpha通道,所以那个A2并不会影响到alpha混合的精度。据df叔所说,A2R10G10B10在XB360上会出现alpha混合的问题,而在他的PC(NV卡)上似乎没问题。于是我们也无从知道是不是PC上的NV卡就没问题,更不知道A卡如何了。

接下来还可以考虑MRT。GF7600是DX9c显卡,支持Shader Model3,也就是说可以一次性渲染到4个渲染目标。我们不做Deferred Shading,所以4个RT绰绰有余了。渲染到2个int8的RT,其中一个RT用RGB三个通道存储色相(剩下的一个留作alpha),第二个RT使用一个通道来存储一个倍数。在进行HDR相关的计算的时候,将第一个RT中的RGB值乘以第二个RT中的倍数的到完整范围的色彩。至于剩下的通道嘛…存点其他的东西啦,自发光度什么的…

 

最后,我觉得用什么技术实现并不是最大的问题,最大的问题是60FPS的怨念啊….

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