Custom Query (259 matches)
Results (31 - 33 of 259)
Ticket | Resolution | Summary | Owner | Reporter |
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#52 | fixed | Detailed surface | gongminmin | gongminmin |
description |
Add a sample about detailed surface, including: 1. Bump mapping 2. Parallax mapping 3. Parallax occlusion mapping 4. Tessellation |
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#53 | fixed | Color grading | gongminmin | gongminmin |
description |
Add color grading post process, including rendering and tools. Color grading is very important for high quality rendering. The kernel of it is a look-up table that transform a LDR RGB color to another. The look-up table can be store in a 16x16x16 3D texture. Use RGB as coordinate to do the looking up. The editing process has 3 steps: 1. Generate a identity look-up table. The output is the same as input. It's a 2D image with 16x256, flatten the Z dimension. 2. Capture a frame in game, tune it's RGB curves inside image processing tools, such as PhotoShop?. 3. Apply the tuned RGB curves to the identity look-up table image. 4. Pack the 2D image to 3D volume texture. So what we need is as these: 1. A color grading post process. 2. A tool to generate a identity look-up table. 3. A tool to pack that table into 3D. The tool in 2 and 3 can be done by one single tool with different command lines. |
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#54 | fixed | Indirect lighting disappeared in OpenGL | gongminmin | gongminmin |
description |
Because SV_InstanceID is not recognized by Cg, the indirect light volume fails to drawn. |