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  1. SolarLiner

    New Release D3D9Client Development

    Yeah with a proper light transport simulation you'd feel your local lights to not be really useful on Mercury but light things up pretty great on Triton for example. Even with a eye adaptation approximation you'd still feel the effect. ---------- Post added at 19:12 ---------- Previous post was...
  2. SolarLiner

    New Release D3D9Client Development

    What he's saying is that the light intensity is constant with distance. If we take a sun intensity of 1.0 at 1 AU, then Jupiter being 5.44 AU away from the Sun, and intensity following the inverse squared law, Jupiter would be illuminated with a light intensity of 1/5.44^2 = 0.034; which is 3.4%...
  3. SolarLiner

    Advanced Question Using gradle for compiling Orbiter projects

    I've seen Gradle being used in different GitHub projects I've looked into, but never got the real use for it. What exactly is Gradle?
  4. SolarLiner

    New Release D3D9Client Development

    I actually have to agree here. I think shadows are more important here.
  5. SolarLiner

    New Release D3D9Client Development

    That distance affects the intensity received. Mercury is way more lit than Saturn is. It isn't receiving 1 unit of light on both cases. It appears to, though, because our eye is adapting. But sun light intensity is still 1.0, which would means that diffuse intensity is the same as direct...
  6. SolarLiner

    New Release D3D9Client Development

    You just said right before this that the sunlight is normalized. It shouldn't be. The graphics engine should be able to diffuse as much light as necessary, and it is with exposure control and tonemapping that the scene gets correctly rendered to the screen. Even if the intensities and numbers...
  7. SolarLiner

    New Release D3D9Client Development

    Because HDR isn't really implemented yet, there's nothing really wrong that could be corrected with tonemapping. But the problem is that right now everything is "faked" to be correctly exposed and look more or less good. To achieve results like in the photo, we'd need to have a more physically...
  8. SolarLiner

    New Release D3D9Client Development

    No, tonemapping is trying to preserve details as much as possible, from low brightness as well as bright ends. As of why would we need to do that, well, you kinda want to look at the Earth from the inside of the Arrow Freighter, or more realistically, the inside of the Cupola, don't you? ;)
  9. SolarLiner

    New Release D3D9Client Development

    Well, this example is a good one... to show tonemapping done badly. Of course the windows should have a higher luminosity, but to get both the details of the luminary(?) and the interior, you can see that HDR tonemapping is required; in the raw exposures, either the window of the interior is...
  10. SolarLiner

    New Release D3D9Client Development

    Amateur photographer here, HDR is a trend, but it isn't being misused, at least lot generally. HDR is useful when the contrast is great, greater than what a picture could normally reproduce linearly. Actually, that's false; HDR is the process of gathering a high range of luminosity values (IRL...
  11. SolarLiner

    New Release D3D9Client Development

    Jarmo can implement a toggle for HDR, but I'm partially working on the implementation and I'm aiming at it being way better implemented than it was in the D3D11 client (which I remember being kinda meh as well). The way I wanted the exposure correction to work was to dim selectively the bright...
  12. SolarLiner

    New Release D3D9Client Development

    Well... Rookie mistake here. So a proper implementation of an adaptation would need a luminance map, which is usually very small (hence the 4x4 mipmap of the backbuffer). But that needs to be desaturated, and we need the log of that saturation, instead of directly using it. How I could have gone...
  13. SolarLiner

    Adventures In CFD

    I too wanted to try OpenFOAM when I discovered there were Windows binaries available, but libraries were too scattered out, and trying to find them ended up in a nightmare. I do have a dual boot with Ubuntu on it but it's been quite some time I've actually used it. That is giving me ideas...
  14. SolarLiner

    News Chernobyl disaster: Ukraine marks 30th anniversary

    I never got to see the documentary he made, though I rememberd reminding myself to turn on my DVR for once to record it on Arte.
  15. SolarLiner

    General Question Returning to Orbiter after 2 years. What have changed?

    Orbiter 2016 is still in beta, even though it's coming to an end apparently. Orbiter 2010 is still the latest stable release here. But yeah, over on the beta, the D3D9 Client is redefining the beauty of the sim there, and I am happy to be taking even a very small part in it. :) Hope you'll...
  16. SolarLiner

    New Release D3D9Client Development

    Must have missed that line. Let's see what it does. That would be for proper eye adaptation with progressive exposure correction. Here it we only consider one frame, which might not be the best for motion under such a great contrast, but for now it'll be better than nothing.
  17. SolarLiner

    New Release D3D9Client Development

    TestBuild 6 works fine! :tiphat: Though the two things to change now would be to boost the intensity of the sun light so it's brighter than the atmosphere; right now with the tonemapping the ships look dull and washed out compared to the atmosphere below. That should go for the star billboard...
  18. SolarLiner

    New Release D3D9Client Development

    BTW I'm adding the star texture and sun config I've used for the last screenshots. I think they help a lot here. I've naively applied the Uncharted tonemapping onto she shader, but there's no proper HDR for now, so it's basically useless at this point. Maybe with another test build?
  19. SolarLiner

    New Release D3D9Client Development

    Ahh, tone-mapping. There are only so many algorithms that 'converts' HDR into LDR. Linearization is one thing, but I think a good way to do it is by emulating a photoreceptor to some extent. Reinhard is almost an 'industry standard' when it comes to that, but many games do it differently. There...
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