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# Sphinx build info version 1 | ||
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. | ||
config: 0cc20e9a932acae9619ac660a0229c7f | ||
tags: 645f666f9bcd5a90fca523b33c5a78b7 |
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_downloads/af96786462247ba26af205370a7ad1b0/Video Templates (Project Reality).drp
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Homepage | ||
======== | ||
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.. toctree:: | ||
:caption: Content Creation Guide | ||
:glob: | ||
:titlesonly: | ||
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source/social/project | ||
source/social/* | ||
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.. toctree:: | ||
:caption: Graphics Programming Blog | ||
:glob: | ||
:titlesonly: | ||
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source/blog/cpp | ||
source/blog/* |
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Temporal Auto-Exposure with Hardware Blending | ||
============================================= | ||
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Some graphics pipelines compute auto-exposure like this: | ||
:Textures: | ||
#. Previous average brightness | ||
#. Current average brightness | ||
:Passes: | ||
#. Store previously generated average brightness | ||
#. Generates current average brightness | ||
#. Smooth average brightnesses and compute auto-exposure | ||
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You can use hardware blending for auto-exposure: | ||
:Textures: | ||
#. Average brightnesses (previous + current) | ||
:Passes: | ||
#. Generate and smooth average brightnesses | ||
#. Compute auto-exposure | ||
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Source Code | ||
----------- | ||
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:: | ||
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/* | ||
Automatic exposure shader using hardware blending | ||
*/ | ||
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/* | ||
Vertex shaders | ||
*/ | ||
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struct APP2VS | ||
{ | ||
float4 HPos : POSITION; | ||
float2 Tex0 : TEXCOORD0; | ||
}; | ||
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struct VS2PS | ||
{ | ||
float4 HPos : POSITION; | ||
float2 Tex0 : TEXCOORD0; | ||
}; | ||
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VS2PS VS_Quad(APP2VS Input) | ||
{ | ||
VS2PS Output; | ||
Output.HPos = Input.HPos; | ||
Output.Tex0 = Input.Tex0; | ||
return Output; | ||
} | ||
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/* | ||
Pixel shaders | ||
--- | ||
AutoExposure(): https://knarkowicz.wordpress.com/2016/01/09/automatic-exposure/ | ||
*/ | ||
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float3 GetAutoExposure(float3 Color, float2 Tex) | ||
{ | ||
float LumaAverage = exp(tex2Dlod(SampleLumaTex, float4(Tex, 0.0, 99.0)).r); | ||
float Ev100 = log2(LumaAverage * 100.0 / 12.5); | ||
Ev100 -= _ManualBias; // optional manual bias | ||
float Exposure = 1.0 / (1.2 * exp2(Ev100)); | ||
return Color * Exposure; | ||
} | ||
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float4 PS_GenerateAverageLuma(VS2PS Input) : COLOR0 | ||
{ | ||
float4 Color = tex2D(SampleColorTex, Input.Tex0); | ||
float3 Luma = max(Color.r, max(Color.g, Color.b)); | ||
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// OutputColor0.rgb = Output the highest brightness out of red/green/blue component | ||
// OutputColor0.a = Output the weight for temporal blending | ||
float Delay = 1e-3 * _Frametime; | ||
return float4(log(max(Luma.rgb, 1e-2)), saturate(Delay * _SmoothingSpeed)); | ||
} | ||
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float3 PS_Exposure(VS2PS Input) : COLOR0 | ||
{ | ||
float4 Color = tex2D(SampleColorTex, Input.Tex0); | ||
return GetAutoExposure(Color.rgb, Input.Tex0); | ||
} | ||
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technique AutoExposure | ||
{ | ||
// Pass0: This shader renders to a texture that blends itself | ||
// NOTE: Do not have another shader overwrite the texture | ||
pass GenerateAverageLuma | ||
{ | ||
// Use hardware blending | ||
BlendEnable = TRUE; | ||
BlendOp = ADD; | ||
SrcBlend = SRCALPHA; | ||
DestBlend = INVSRCALPHA; | ||
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VertexShader = VS_Quad; | ||
PixelShader = PS_GenerateAverageLuma; | ||
} | ||
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// Pass1: Get the texture generated from Pass0 | ||
// Do autoexposure shading here | ||
pass ApplyAutoExposure | ||
{ | ||
VertexShader = VS_Quad; | ||
PixelShader = PS_Exposure; | ||
} | ||
} |
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Census Transform in HLSL | ||
======================== | ||
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The census transform is a filter that represents the pixel's neighborhood relationship in a binary string. The binary string will be ``0000000`` if the center pixel is lesser than all of its neighbors. The binary string will be ``11111111`` if the center pixel is greater than or equal to all of its neighbors. | ||
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The filter does not depend on the image's actual intensity. As a result, the filter is robust to illumination. | ||
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Source Code | ||
----------- | ||
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:: | ||
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float GetGreyScale(float3 Color) | ||
{ | ||
return max(max(Color.r, Color.g), Color.b); | ||
} | ||
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float GetCensusTransform(sampler SampleImage, float2 Tex, float2 PixelSize) | ||
{ | ||
float OutputColor = 0.0; | ||
float4 ColumnTex[3]; | ||
ColumnTex[0] = Tex.xyyy + (float4(-1.0, +1.0, 0.0, -1.0) * PixelSize.xyyy); | ||
ColumnTex[1] = Tex.xyyy + (float4( 0.0, +1.0, 0.0, -1.0) * PixelSize.xyyy); | ||
ColumnTex[2] = Tex.xyyy + (float4(+1.0, +1.0, 0.0, -1.0) * PixelSize.xyyy); | ||
const int Neighbors = 8; | ||
float SampleNeighbor[Neighbors]; | ||
SampleNeighbor[0] = GetGreyScale(tex2D(SampleImage, ColumnTex[0].xy).rgb); | ||
SampleNeighbor[1] = GetGreyScale(tex2D(SampleImage, ColumnTex[1].xy).rgb); | ||
SampleNeighbor[2] = GetGreyScale(tex2D(SampleImage, ColumnTex[2].xy).rgb); | ||
SampleNeighbor[3] = GetGreyScale(tex2D(SampleImage, ColumnTex[0].xz).rgb); | ||
SampleNeighbor[4] = GetGreyScale(tex2D(SampleImage, ColumnTex[2].xz).rgb); | ||
SampleNeighbor[5] = GetGreyScale(tex2D(SampleImage, ColumnTex[0].xw).rgb); | ||
SampleNeighbor[6] = GetGreyScale(tex2D(SampleImage, ColumnTex[1].xw).rgb); | ||
SampleNeighbor[7] = GetGreyScale(tex2D(SampleImage, ColumnTex[2].xw).rgb); | ||
float CenterSample = GetGreyScale(tex2D(SampleImage, ColumnTex[1].xz).rgb); | ||
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// Generate 8-bit integer from the 8-pixel neighborhood | ||
for(int i = 0; i < Neighbors; i++) | ||
{ | ||
float Comparison = step(SampleNeighbor[i], CenterSample); | ||
OutputColor += ldexp(Comparison, i); | ||
} | ||
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// Convert the 8-bit integer to float, and average the results from each channel | ||
return OutputColor * (1.0 / (exp2(8) - 1)); | ||
} |
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Chromaticity in HLSL | ||
==================== | ||
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Images often represent color in 3 channels: ``(R, G, B)`` - red, green, and blue. You can represent ``(R, G, B)`` in any range. For this post, the range is a minimum of **0.0** and a maximum of **1.0**. | ||
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Normalized Chromaticity | ||
----------------------- | ||
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Formulas | ||
^^^^^^^^ | ||
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Normalized RG/RGB | ||
.. math:: | ||
r = \frac{R}{R+G+B}\\ | ||
g = \frac{G}{R+G+B}\\ | ||
b = \frac{B}{R+G+B}\\ | ||
\\ | ||
r+g+b = 1 | ||
Output :math:`(r,g,b)` | ||
:(1.0, 0.0, 0.0): 100% red | ||
:(0.0, 1.0, 0.0): 100% green | ||
:(0.0, 0.0, 1.0): 100% blue | ||
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Output :math:`(r,g)` | ||
:\(1.0, 0.0\): 100% red | ||
:\(0.0, 1.0\): 100% green | ||
:\(0.0, 0.0\): 100% blue | ||
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Normalized RG/RGB White-Point | ||
.. math:: | ||
R=1\\ | ||
G=1\\ | ||
B=1\\ | ||
\\ | ||
r = \frac{R}{R+G+B}\\ | ||
g = \frac{G}{R+G+B}\\ | ||
b = \frac{B}{R+G+B}\\ | ||
\\ | ||
r+g+b = 1 | ||
Source Code | ||
^^^^^^^^^^^ | ||
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:: | ||
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float3 GetRGBChromaticity(float3 Color) | ||
{ | ||
// Optimizes 2 ADD instructions 1 DP3 instruction | ||
float SumRGB = dot(Color, 1.0); | ||
float3 Chromaticity = saturate(Color / SumRGB); | ||
// Output the chromaticity's white point if the divisor is 0.0 | ||
// Prevents undefined behavior happens when you divide by 0 | ||
Chromaticity = (SumRGB == 0.0) ? 1.0 / 3.0 : Chromaticity; | ||
return Chromaticity; | ||
} | ||
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Spherical Chromaticity | ||
---------------------- | ||
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This post introduces a color space that computes chromaticity with angles. | ||
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Precision Loss in RG Chromaticity | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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Pecision is a major drawback to RG chromaticity. In RG chromaticity, all possible values map into a right-triangle, eliminating half of the precision in integer buffers. | ||
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We can encode data that fits in the entire ``RG8`` range by calculating the angles between the channels. | ||
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Source Code | ||
^^^^^^^^^^^ | ||
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:: | ||
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/* | ||
This code is based on the algorithm described in the following paper: | ||
Author(s): Joost van de Weijer, T. Gevers | ||
Title: "Robust optical flow from photometric invariants" | ||
Year: 2004 | ||
DOI: 10.1109/ICIP.2004.1421433 | ||
Link: https://www.researchgate.net/publication/4138051_Robust_optical_flow_from_photometric_invariants | ||
*/ | ||
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float2 GetSphericalRG(float3 Color) | ||
{ | ||
const float HalfPi = 1.0 / acos(0.0); | ||
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// Precalculate (x*x + y*y)^0.5 and (x*x + y*y + z*z)^0.5 | ||
float L1 = length(Color.rg); | ||
float L2 = length(Color.rgb); | ||
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float2 Angles = 0.0; | ||
Angles[0] = (L1 == 0.0) ? 1.0 / sqrt(2.0) : Color.g / L1; | ||
Angles[1] = (L2 == 0.0) ? 1.0 / sqrt(3.0) : L1 / L2; | ||
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return saturate(asin(abs(Angles)) * HalfPi); | ||
} |
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Coordinate Spaces: A Refresher | ||
============================== | ||
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Standard Basis | ||
Defines the directions of the x-axis, y-axis, and z-axis. | ||
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:(1.0, 0.0, 0.0): x-axis | ||
:(0.0, 1.0, 0.0): y-axis | ||
:(0.0, 0.0, 1.0): z-axis | ||
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.. list-table:: Coordinate Spaces | ||
:header-rows: 1 | ||
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* - Coordinate Space | ||
- Standard-Basis Location | ||
- (0.0, 0.0, 0.0) Location | ||
* - Tangent-Space | ||
- On the **face or vertex**. | ||
- On the center of the **face or vertex**. | ||
* - Object-Space | ||
- On the **object**. | ||
- On the center of the **object**. | ||
* - World-Space | ||
- On the **world**. | ||
- On the center of the **world**. | ||
* - View-Space | ||
- On the **viewer**. | ||
- On the center of the **viewer**. | ||
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