JaylumX
Newcomer
I have another question for you3D guru's out there. Before i start, i in no way have the knowledge that the majority of you guys have so if my question does sound a bit off please be gentle. Also i am aware of the multiple threads here about Fixed point verse Floating point but i hope i have asked this question from a different perspective.
Here it is [with the obligotary introduction of course].
The question relates to HDR and particularly ATI implementation of HDR or as i am begining to understand LDR which uses some sort of "ping pong" method and some weird arse stuff with the pixel shaders [I am aware that the HDR technique Nvidia uses, the Licensed OPENEXR image format via FP blending is 16bit per channel - 64bit].
Now currently ATI implementation store brightness information [or some bollucks] using fixed point textures rather than floating point textures, yada, yada, yada, which give a clipped dynamic range in comparision to Floating point but still offer better range than the bog standard 8 bit. Now theoretically speaking if ATI's F-Buffer was exposed in Direct3D could the HDR information be stored in it considering that the F-Buffer deals with colour channels of 32 bit or is this an impossibility. Even then if ATI exposed the F-buffer in opengl [which i am currently aware that that is more plausible than it being exposed in Direct3D since M$ don't support specific Hardware features outside of DX] that HDR brightness information could be store in there. If possible could that present comparable image quality to FB-blending and if so will it take a performance hit of numerous magnitute. I ask this because the "ping pong" method uses the pixel shaders for post processing and considering the F-buffer's primary consern with colour channels, is this a viable solution.
Cheers
JaylumX
Here it is [with the obligotary introduction of course].
The question relates to HDR and particularly ATI implementation of HDR or as i am begining to understand LDR which uses some sort of "ping pong" method and some weird arse stuff with the pixel shaders [I am aware that the HDR technique Nvidia uses, the Licensed OPENEXR image format via FP blending is 16bit per channel - 64bit].
Now currently ATI implementation store brightness information [or some bollucks] using fixed point textures rather than floating point textures, yada, yada, yada, which give a clipped dynamic range in comparision to Floating point but still offer better range than the bog standard 8 bit. Now theoretically speaking if ATI's F-Buffer was exposed in Direct3D could the HDR information be stored in it considering that the F-Buffer deals with colour channels of 32 bit or is this an impossibility. Even then if ATI exposed the F-buffer in opengl [which i am currently aware that that is more plausible than it being exposed in Direct3D since M$ don't support specific Hardware features outside of DX] that HDR brightness information could be store in there. If possible could that present comparable image quality to FB-blending and if so will it take a performance hit of numerous magnitute. I ask this because the "ping pong" method uses the pixel shaders for post processing and considering the F-buffer's primary consern with colour channels, is this a viable solution.
Cheers
JaylumX