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View Full Version : Overbright Blur Simulation


aths
21-Nov-2006, 05:48
This is not very special, but an experiment how overbright blur may could be done.

- Take the image, copy it and blur the copy (for example via MIP-Mapping and LOD-biasing)

- Add this blurred image (with a color value downscale factor) to the original.

- Ton ensure that only already bright parts are brightened, apply a (clamped) subtraction on the blurred image.

I played a bit around with Paint Shop Pro, but liked to have something with realtime-sliders. Since someone was so nice to tell me how to use OpenGL texture combiner to apply the needed formula, I now got my tool done.

http://www.dudv.de/files/3dcf/OBE.png Download Tool (http://www.dudv.de/files/bd3f/OB_Experiment_en.exe) Download Highres-Textures (http://www.dudv.de/files/3dcf/Texturepack.rar)


The tool got some 256x256-images included, one of them additional in 512x512. The "Highres-Texutres" contains all the other 256x256-images as 512x512-JPEG, usable via "Load image".

In the main window you get three sliders, there is an extention panel with addional options.

The following screenshots are taken from an older version in german language. The Download I linked leads to the updated version with english language (beside the information-panel.)

http://www.dudv.de/files/3dcf/001.jpg

http://www.dudv.de/files/3dcf/002.jpg

http://www.dudv.de/files/3dcf/003.jpg


There are some hardware requirements. You need a VGA capable of handling three texture stages per pass. To use NPOT-images, your VGA has to support NPOT-texture with MIP-Mapping.