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@@ -1,7 +1,7 @@
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.. _doc_high_dynamic_range:
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.. _doc_high_dynamic_range:
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-Light transport in game engines
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-===============================
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+High dynamic range lighting
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+===========================
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Introduction
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Introduction
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------------
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------------
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@@ -32,6 +32,14 @@ through a virtual camera. Here, our virtual camera would apply a particular
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camera rendering transform to the scene data, and the output would be ready
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camera rendering transform to the scene data, and the output would be ready
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for display on a particular display type.
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for display on a particular display type.
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+.. note::
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+
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+ Godot does not support high dynamic range *output* yet. It can only perform
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+ lighting in HDR and tonemap the result to a low dynamic range image.
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+
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+ For advanced users, it is still possible to get a non-tonemapped image
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+ of the viewport with full HDR data, which can then be saved to an OpenEXR file.
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+
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Computer displays
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Computer displays
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-----------------
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-----------------
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@@ -88,7 +96,7 @@ The GPU will do the conversion after reading the texel using floating-point.
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This works fine on PC and consoles, but most mobile devices don't support it,
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This works fine on PC and consoles, but most mobile devices don't support it,
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or they don't support it on compressed texture formats (iOS for example).
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or they don't support it on compressed texture formats (iOS for example).
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-Scene linear to display referred nonlinear
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+Scene linear to display-referred nonlinear
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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After all the rendering is done, the scene linear render requires transforming
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After all the rendering is done, the scene linear render requires transforming
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