Join GitHub today
GitHub is home to over 28 million developers working together to host and review code, manage projects, and build software together.Sign up
HDR Rendering #7017
Adds the ability to render with high dynamic range.
Auto-exposure was added but is hard-coded to be disabled. Most built-in primitives still render LDR values so the average luminance of the scene is normally < 1.0 which would make everything much brighter.
The sun, sky atmosphere, ground atmosphere, and potentially specular highlights from PBR models use the higher range.
For the KML example,
I haven't tested it exhaustively for all of the primitives, but I shouldn't need to since all it does is switch the derived command executed. If it works for one, it should work for all of them.
There's not much I can do about that. It's the result of tonemapping. I like the way it looks since you can get views like at the bottom of this post: https://cesium.com/blog/2018/08/23/siggraph-2018-trip-report/
If you think it should change, perhaps @ggetz could take a look.
@pjcozzi There are two fullscreen framebuffers that increased in size. If the half-float extension is available, they'll be 2x as big. If not and float textures are supported, they'll be 4x as big. I didn't see a performance difference on a Pixel. On the iPad and iPhone, HDR wasn't enabled by default.
@lilleyse Updated. Is there anything else?
Nov 14, 2018
7 checks passed
Note for everyone: if you see any colors that look more faded than before make sure to open an issue. This usually means something is missing gamma correction. See some of the side-by-sides for examples of what this would look like.
We went through all the demos pretty carefully but it's possible there are areas we missed.