Behold! Tis Be Hdr In Hl2!
Supernorn
Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
in Off-Topic
<div class="IPBDescription">In all its (low res) glory!</div> High Dynamic Range rendering is godly.
<a href='http://forums.gaminghorizon.com/showthread.php?p=512' target='_blank'>http://forums.gaminghorizon.com/showthread.php?p=512</a>
Waiting for a higher quality version.
<a href='http://forums.gaminghorizon.com/showthread.php?p=512' target='_blank'>http://forums.gaminghorizon.com/showthread.php?p=512</a>
Waiting for a higher quality version.
Comments
i think it has been tested and aproved that hl2 is fun already
i think it has been tested and aproved that hl2 is fun already <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Swish! Look how my statement flies over your head!
HL2 is brilliant fun, but this is only a single level. I don't want to walk in a lovely monastery and shoot a few poison headcrabs, then end the level. Basically, I'm saying I hope Valve have took the time to build an engaging mini-adventure that has strong momentum to drive you forward - storming the cliffs, blowing up the whole place; y'know, 'chestnut' fun elements?
The movie would have been much more effective if it had the camera at the same point side by side with and without rather then having what looks like one camera with a split down the middle.. You don't actually see the difference too much.
I don't know about the actual level, but the vid is just a tech demo taking you through a cathedral, with light streaming through the windows and a couple of poison headcrabs around.
IMO the really cool use of HDR is to use it to dynamically map the HDR image down to the LDR colour output that goes to your monitor in a way that is reasonably close to the eye. So that if you are standing in a mostly shadowy area looking out on a sunlit area it will look really overbrightened with the shadowy area taking up most of the range of colours displayed on your monitor, whereas stepping out into the bright region the dark shadows become allmost black and the bright sunlit area will take up most of the range of colours on your screen. Unreal engine 3 does this(and so does the RTHDRIBL demo.)
EDIT: I pressed the "UltraBrite Mode" button on my ViewSonic monitor, and the non-HDR side became almost as bright as the HDR side, as I expected. This isn't that impressive.
The thing that makes me laugh the most about HDR is the light blooming. I laugh because blown out lighting like those seen in light blooming are often frowned upon in photography! Makes me chuckle inwardly whenever I see the (in my opinion) overdone lighting effects.
k, you got me. wth is RTHDRIBL?
Heh, photography is fun. I need to learn more about it and get a camera that doesn't have some stupid auto-focus feature.
Link doesent work for me.
EDIT: I pressed the "UltraBrite Mode" button on my ViewSonic monitor, and the non-HDR side became almost as bright as the HDR side, as I expected. This isn't that impressive.
The thing that makes me laugh the most about HDR is the light blooming. I laugh because blown out lighting like those seen in light blooming are often frowned upon in photography! Makes me chuckle inwardly whenever I see the (in my opinion) overdone lighting effects. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Quite possibly turning the brightness up really really high is <i>not</i> the ideal way to evaluate image quality. The advantages of HDR is not in making things brighter; it's the way light behaves. Look straight at shiny metal reflecting on a bright day, and you'll notice you can't see anything else very well around the metal. If you're looking through prison bar doors, you'll barely be able to see the bars. Games right now have to fake this with silly sprites; you'll notice this if you look at the sky in de_dust in CS:Source, and the sun sort of shines through the wall and looks crappy (this is if you're outdoors, say, Terrorist side going into the indoors area).
What HDR is going to do is allow light to "bleed around" things like the prison bars, or a chain link fence, or in the case of dust the wall, and behave like light does in real life. Photographs aren't a perfect approximation of what you really see because the image you get can vary based on the exposure time, etc.
I still love you though. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
EDIT: I pressed the "UltraBrite Mode" button on my ViewSonic monitor, and the non-HDR side became almost as bright as the HDR side, as I expected. This isn't that impressive.
The thing that makes me laugh the most about HDR is the light blooming. I laugh because blown out lighting like those seen in light blooming are often frowned upon in photography! Makes me chuckle inwardly whenever I see the (in my opinion) overdone lighting effects. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Quite possibly turning the brightness up really really high is <i>not</i> the ideal way to evaluate image quality. The advantages of HDR is not in making things brighter; it's the way light behaves. Look straight at shiny metal reflecting on a bright day, and you'll notice you can't see anything else very well around the metal. If you're looking through prison bar doors, you'll barely be able to see the bars. Games right now have to fake this with silly sprites; you'll notice this if you look at the sky in de_dust in CS:Source, and the sun sort of shines through the wall and looks crappy (this is if you're outdoors, say, Terrorist side going into the indoors area).
What HDR is going to do is allow light to "bleed around" things like the prison bars, or a chain link fence, or in the case of dust the wall, and behave like light does in real life. Photographs aren't a perfect approximation of what you really see because the image you get can vary based on the exposure time, etc.
I still love you though. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Does this mean we can gain the effect of having there be only one light in a room, but when a thin object is in the way, say, a pillar, its not pitch black behind the pillar?
EDIT: I pressed the "UltraBrite Mode" button on my ViewSonic monitor, and the non-HDR side became almost as bright as the HDR side, as I expected. This isn't that impressive.
The thing that makes me laugh the most about HDR is the light blooming. I laugh because blown out lighting like those seen in light blooming are often frowned upon in photography! Makes me chuckle inwardly whenever I see the (in my opinion) overdone lighting effects. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Quite possibly turning the brightness up really really high is <i>not</i> the ideal way to evaluate image quality. The advantages of HDR is not in making things brighter; it's the way light behaves. Look straight at shiny metal reflecting on a bright day, and you'll notice you can't see anything else very well around the metal. If you're looking through prison bar doors, you'll barely be able to see the bars. Games right now have to fake this with silly sprites; you'll notice this if you look at the sky in de_dust in CS:Source, and the sun sort of shines through the wall and looks crappy (this is if you're outdoors, say, Terrorist side going into the indoors area).
What HDR is going to do is allow light to "bleed around" things like the prison bars, or a chain link fence, or in the case of dust the wall, and behave like light does in real life. Photographs aren't a perfect approximation of what you really see because the image you get can vary based on the exposure time, etc.
I still love you though. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Does this mean we can gain the effect of having there be only one light in a room, but when a thin object is in the way, say, a pillar, its not pitch black behind the pillar? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes and no. The pillar will not entirely block the light if you look at it; you'll barely see the pillar if it's thin. Radiosity is actually what lights up the shadow even if there's only one light, and I believe Half-Life 2 can do that also. In fact, I know it can.