Hey
Recently i`ve been trying to implement SSGI (screen space global illumination) and HDR (tonemapping with auto exposure) in Game Engine.
I couldnt get SSGI to work as BGE doesn
t have Normal Buffer yet. Otherwise it works really well.
HDR is still work in progress, but while making it, I came up with these simple filters.
- Noise filter
- Vignette filter
- Retinex filter (http://rr.epfl.ch/12/8/figure8.html)
and a blend
Few_Simple_Filters.blend (187 KB)
Controls:
1 - noise
2 - vignette
3 - retinex
mouse/wasd - rotate/move camera
mouse wheel - change retinex value
up/down - noise amount
left/right - vignette size
edit:
HDR is here:
HDR.blend (192 KB)
It will run properly only with Blender 2.49RC3 or newer build.
Controls: same as before.
only now press 1 to enable HDR rendering.
2 - noise
3 - vignette
4 - retinex
screenshot showing difference in exposure:
video, with filter in motion
Luminance info is taken form 5 points close to center of the screen.
version 2.0
HDR2.0.blend (218 KB)
controls:
1 - HDR
2 - Noise
3 - Vignette
4 - Retinex
5 - Gamma correction
6 - barrel Distortion
7 - underwater-like screen distortion
8 - DoF with blurred depth map
9 - DoF without blurred depth map
0 - edge blur filter
i - technicolor 1 Film Filter
o - technicolor 2 Film Filter
n - normals
b - bloom
l - light scattering
z - ZX Spectrum 1
x - ZX Spectrum 2
r - Radial Blur
p - BleachBypass
j - color channel remapping with curves