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Feature #1635

Feature #7: Next-gen renderer (codename "Gloom")

HDR rendering

Added by skyjake about 7 years ago. Updated about 2 years ago.

Status:
Resolved
Priority:
Normal
Assignee:
Category:
Redesign
Target version:
Start date:
2013-10-23
% Done:

100%

Tags:

Description

We should consider the role of High Dynamic Range rendering in the next-gen renderer's lighting system.

It should not differ too much from vanilla lighting in that dark areas should remain sufficiently dark. The most benefit would be gained from handling of bright lighting: adapting to outdoor areas and having bloom for intense point light sources or other relatively bright spots.

In fact, adjusted properly this could entirely replace the old dynamic light "halos" (not lens flares, though).


Related issues

Related to Feature #1623: ShadersProgressed2013-03-01

Related to Feature #1627: Render game view to a textureClosed2013-10-22

Related to Feature #1462: Light Amp Goggles and Torches affect dynamic lightsRejected2008-04-23

Related to Feature #1157: Auto-adjust brightness and contrastRejected2003-05-22

History

#1 Updated by skyjake about 7 years ago

  • Description updated (diff)

#2 Updated by skyjake about 2 years ago

  • Status changed from New to Resolved
  • Assignee set to skyjake
  • Target version set to 3.0 (2020)
  • % Done changed from 0 to 100

Gloom does HDR rendering by using floating-point framebuffers and PBR materials and lighting.

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