-
Notifications
You must be signed in to change notification settings - Fork 3.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
HDR Rendering #7017
HDR Rendering #7017
Conversation
…ls given by components. Hack for glTF 1.0 models.
Billboards seems to disappear when I toggle hdr off in the KML example. Is toggling hdr on and off sufficiently tested? |
For the KML example,
I haven't tested it exhaustively for all of the primitives, but I shouldn't need to since all it does is switch the derived command executed. If it works for one, it should work for all of them. |
There's not much I can do about that. It's the result of tonemapping. I like the way it looks since you can get views like at the bottom of this post: https://cesium.com/blog/2018/08/23/siggraph-2018-trip-report/ If you think it should change, perhaps @ggetz could take a look. |
Ahh that's my bad. |
@lilleyse Updated. |
@lilleyse Yes, thanks. Updated. |
@bagnell this breaks glTF 2.0 PBR models because even they use |
@bagnell as we discussed offline, please test performance - given the increased memory bandwidth - and suggest if this should default to true in general and for mobile in particular - or if we should default to false and/or encourage mobile to turn it off. |
@pjcozzi There are two fullscreen framebuffers that increased in size. If the half-float extension is available, they'll be 2x as big. If not and float textures are supported, they'll be 4x as big. I didn't see a performance difference on a Pixel. On the iPad and iPhone, HDR wasn't enabled by default. @lilleyse Updated. Is there anything else? |
Thanks @bagnell, that model issue was the last thing. |
Note for everyone: if you see any colors that look more faded than before make sure to open an issue. This usually means something is missing gamma correction. See some of the side-by-sides for examples of what this would look like. We went through all the demos pretty carefully but it's possible there are areas we missed. |
Adds the ability to render with high dynamic range.
Scene.highDynamicRange
will enable disable HDR rendering when supported. Defaults totrue
Scene.gamma
will change the gamma correction. Defaults to2.2
.Auto-exposure was added but is hard-coded to be disabled. Most built-in primitives still render LDR values so the average luminance of the scene is normally < 1.0 which would make everything much brighter.
The sun, sky atmosphere, ground atmosphere, and potentially specular highlights from PBR models use the higher range.
Requires #6877 and #6943 to be merged first.
TODO:
Future: