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High Dynamic Range (HDR) and Tone Mapping 

Acerola
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In this second installment of the post processing series we learn the proper order of post processing effects as well as how games handle rgb values that exceed one, also known as high dynamic range (HDR).
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Music:
Joy - Persona 3 OST
During The Test - Persona 3 OST
Afternoon Break - Persona 3 OST
Vehicle Handling - Persona 2 OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
#acerola #gamedev #graphics #unity #unity3d #madewithunity #indiedev #unity2d #shader #hdr

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11 окт 2024

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Комментарии : 86   
@gonderage
@gonderage 2 года назад
i just found ya channel today, and you're criminally underexposed for the quality content you make. I never really knew anything bout tone mapping till now. Good channel :>
@Acerola_t
@Acerola_t 2 года назад
Thanks!
@Cyberfishofant
@Cyberfishofant Год назад
could the tumblin rushmeier tonemapper fix that?
@myfavoritemusic2428
@myfavoritemusic2428 9 месяцев назад
you could say that his channel needs more exposure
@microdavid7098
@microdavid7098 2 года назад
there's a lot of good info in this channel. One of the few gamedev channels that really dives into technical stuff
@nibblrrr7124
@nibblrrr7124 Год назад
I'm still undecided as to whether _Tumblin Rushmeier_ sounds more like a daredevil aerobatics maneuver, a stiff drink, or the stage name of some crusty country-blues guitarist.
@roxiethorne
@roxiethorne 2 года назад
Another certified Acerola classic
@corok12
@corok12 2 года назад
I found your channel last week, and your sub count has been shooting up every time I've come back. Keep it up! Excellent videos!
@Acerola_t
@Acerola_t 2 года назад
Thanks! My videos seem to have finally found the right audience lol
@DavidAddis
@DavidAddis Год назад
What a fantastic video! I had wondered how the maths of HDR rendering worked for so long, and you explained it clearly and quickly.
@oby1
@oby1 2 года назад
Bruh. Your videos are extremely high quality. I binge watched em all ^-^
@tnt345i7
@tnt345i7 2 года назад
cool video, maybe you should cover a pixelation effect, like in "dead cells" and a "a short hike" or stuff that t3ssel8r makes. pixel art sprite rotation (like in noita or guns in ETG)
@Acerola_t
@Acerola_t 2 года назад
That's a great idea! I'll add that to the list of video plans.
@avivkandabi7088
@avivkandabi7088 2 года назад
@@Acerola_t Looking forward to it :D
@BobzBlue
@BobzBlue Год назад
I always set the minecraft seus shader to aces just because I thought it looked better, I didn't know it was actually objectively the best
@Acerola_t
@Acerola_t Год назад
there isnt really an objectively best tone mapper it's very context dependent lol aces is just the default 'looks good' tone mapper
@BobzBlue
@BobzBlue Год назад
I was going to say industry standard but I was too tired to remember if that was the term you used.
@mskiptr
@mskiptr Год назад
Cool video hartoundebreado! Btw, Narkowicz (in Polish) would be read like nar-ko-veech _w->v; i->ee; cz->ch_ (and the full name is Krzysztof Narkowicz -> kshish-tof nar-ko-veech)
@Acerola_t
@Acerola_t Год назад
This is very helpful, thank you!
@FirstKeeper
@FirstKeeper 2 года назад
Great video, thank you!
@bitbraindev
@bitbraindev 2 года назад
These videos are so interesting to watch! You earned my subscription.
@khalidnaqeeb6512
@khalidnaqeeb6512 8 месяцев назад
Thanks for letting me know about my tcl tv Using this technology you talked about 🙏🏻❤
@simply_aman
@simply_aman 2 года назад
omg bro u r soo underrated that i am first time sharing someone on my whatsapp status! Good work man
@myfavoritemusic2428
@myfavoritemusic2428 9 месяцев назад
it's astonishing how motivated and de-motivated you sound at the same time (this is a compliment, or it is intended at that)
@kkibi
@kkibi 2 года назад
nice!
@kevinchen8325
@kevinchen8325 Год назад
this channel is so underrated this is so good!
@AyushBakshi
@AyushBakshi Год назад
Great channel you built there! Short and dense 👌🏻
@controlflow89
@controlflow89 Год назад
Subbed! Great content 🙏🙏🙏
@GameDevGeeks
@GameDevGeeks Год назад
very clear explanation! amazing content
@EMB3D
@EMB3D 4 месяца назад
if you still need idea about the next video, then ambient occlusion, and/or global illumination video would be nice!
@blacklistnr1
@blacklistnr1 Год назад
@1:57 Quite niche nitpick: the purple you show there is a cool color as most of its variants are due to its blue component, although is does tend to look quite warm when it gets into the pinks.
@NumberOneRandomz
@NumberOneRandomz 2 года назад
killin it
@TheMrLeoniasty
@TheMrLeoniasty 2 года назад
Nice video ! I work in VFX and not games so It may work different there, but shouldn't exposure go before bloom? So that the threshold is proper for the image? At least thats how I usually add it in my workflow.
@Acerola_t
@Acerola_t 2 года назад
Technically yes exposure should go before bloom but it's simpler to have exposure as part of the color correction pass, in an ideal world you have exposure as a parameter of the bloom pass too.
@TheMrLeoniasty
@TheMrLeoniasty 2 года назад
@@Acerola_t yeah, makes sense. It's the same problem I always have when applying motion blur and lens blur. The physically accurate way it so apply them at the same time, like in a camera (or just a plain pathtrace render engine), but in software like After Effects one has to be before the other. I usually go with motion blur first and then lens blur. I know Nuke has a way to implement them both accuratelly at the same time.
@inodedentry8887
@inodedentry8887 7 месяцев назад
Do you know about Tony McMapface? It's a perfectly cromulent tonemapping algorithm! I'd even say one of the best!
@RemjieGemillion
@RemjieGemillion 8 месяцев назад
in fact, Unreal Engine seems to use their own color correction curve, a simpler one who gave similar result than ACES. I tryed it on Unity, it gave nice results.
@Saturn2888
@Saturn2888 2 года назад
This would've been better if it lead into how SpecialK and Windows/Xbox Auto HDR work. I think the video unlocked that reasoning for me, but didn't go into enough detail with it. Either way, it was clear why SDR games looks so bad once you put those all on the screen (except Tumblin Rushmeier). There's simply not enough dynamic range available, so everything looks like it has a haze over it. Did Valve's HL2 HDR use something similar? From what I can tell, the reason Tumblin Rushmeier looks better is because it allows clipping at the top range; something HL2's HDR had as well.
@Acerola_t
@Acerola_t 2 года назад
I'm gonna explain auto exposure in my next vid, don't worry!
@Saturn2888
@Saturn2888 2 года назад
@@Acerola_t Awesome! What a great channel! Could do without the pink-boxed video, but the rest is fantastic! I enjoy watching your newer video more than your old ones. For some reason, the Minecraft shader video wasn't as fun to watch; still good content, but didn't grab me the same as the newer ones.
@Acerola_t
@Acerola_t 2 года назад
@@Saturn2888 Yeah I've learned a lot since the minecraft video lol Thanks for watching!
@Jaspev
@Jaspev Год назад
Nice hoodie
@ViRiXDreamcore
@ViRiXDreamcore 2 года назад
I’d mlove to get more info on HDR, for monitors that support it
@mikafoxx2717
@mikafoxx2717 Год назад
Funny that the oldest was more preferrable. I think it's because it leverages a more HDR look. On modern monitors you dont need to squash it down as much because we have such a high brightness ceilling. If only HDR was better standardized.. nobody runs their displays at 100 nits peak brightness these days unless you're some kind of editor
@inconnn
@inconnn 2 года назад
would anything interesting happen if you applied a different curve for red green and blue? i'm sure it would look weird but seems kinda interesting
@Acerola_t
@Acerola_t 2 года назад
That's an interesting idea, I will try it out sometime lol
@Pauglin
@Pauglin Год назад
thanks
@Rumplestiltzchen
@Rumplestiltzchen 2 года назад
This music is groovy!
@bfmwaves558
@bfmwaves558 Год назад
I have a question about the Tumblin Rushmeier tonemap, I'm looking for an example of GLSL code, but I can't find any. I'm looking to implement it in a shader for minecraft with plain other tonemaps like Reinhard, Uchimura or ACES, which I already have. Could you help me with this? By the way, your video is awesome ! I'm using a translator, so sorry if it's not right..
@sehzadeselim863
@sehzadeselim863 8 месяцев назад
4:55 I supposed he had suggested using L(x, y) / (1 + L(x, y) ) + 0.5 instead xd
@chickennugget6684
@chickennugget6684 2 года назад
so that's why certain games on Ps4 make the colours on the home screen go wack and look unsaturated (atleast on our projector) cool stuff.
@Maleriandro
@Maleriandro 2 года назад
1:27 But in the last video you said that you lied to us because bloom comes after gamma correction #AcerolaLiedPeopleDied, but now its the gamma that is the last. sooo you technically didn't lie? #AcerolaDidntLiePeopleDidntDie
@radicant7283
@radicant7283 8 месяцев назад
Acerola I love you~
@alejandrocambraherrera8242
@alejandrocambraherrera8242 Год назад
You said bloom comes after colour correction in your Elden Ring video 🤔
@Acerola_t
@Acerola_t Год назад
I lied :)
@megafragmaster
@megafragmaster 23 дня назад
I still don't understand how Tumblin Rushmeier works. I can't find enough data on it. Is there an example shader?
@gscruz7840
@gscruz7840 2 года назад
Hey I have a question. Do you recommend going to college to learn: Coding/ Game dev?
@Acerola_t
@Acerola_t 2 года назад
It really depends, I personally do really well in formal education environments and I prospered a lot in school. If it wasn't for my first few college classes I wouldn't be interested in graphics or be making these youtube videos at all. One thing I really had to learn and struggled with was self motivation and teaching myself skills, which is incredibly valuable and necessary if you want to succeed in these fields. Game development especially, a portfolio is necessary to get a job anywhere and school isn't going to help you with that very much. If you are going to university and are choosing between computer science/game dev, you should do computer science since it's a much more valuable degree and opens you up to way more jobs than game dev specifically, I know many people who went for game dev and learned that they hate working in the industry and are now stuck. School is not a necessity though, there's many people who teach themselves how to program, make programs to demonstrate those skills, and show them to employers and get hired. What school does is it provides you with a formal structure to learn, as well as giving you tons of connections which are invaluable. I wouldn't be working at Intel if I didn't make a connection during my time at university.
@gscruz7840
@gscruz7840 2 года назад
Dang. Thanks for the response. I will look into the computer science thing see if I develop and interest for it
@mrnipzs7604
@mrnipzs7604 2 года назад
@@gscruz7840 update?
@onceagain569
@onceagain569 Год назад
@@Acerola_t Just wanted to say I really appreciate your response :)
@Laima-h4w
@Laima-h4w Месяц назад
So can a lack of tone mapping exist ? would it be rgb clamped or another thing ?
@mattsmith4684
@mattsmith4684 2 года назад
You're pretty cute
@anonymouscommentator
@anonymouscommentator 10 месяцев назад
this seems like a fairly easy effect to implement. why do e.g. windows or youtube struggle with it so much? in linux it has already take quite some time and we are just now on the steam deck beginning to see some hdr implementations. what am i missing?
@anonymouseovermouse1960
@anonymouseovermouse1960 9 месяцев назад
Honestly, the likeliest reason is that windows and YT don't give enough of a fuck to work on a solution
@Antsaboy94
@Antsaboy94 2 года назад
How about you maintain the ratios between RGB values and apply tone mapping on their luminosity value?
@xGOKOPx
@xGOKOPx Год назад
How does this relate to working with HDR displays? Do you just skip tonemapping? What about gamma correction? Asking theoretically because I don't even have a HDR display haha
@Acerola_t
@Acerola_t Год назад
That tech is so new that I'm not sure if there's really an industry standard approach, but I think you skip tonemapping yeah gamma correction goes after tone mapping because you don't want to apply an exponent to a term that is outside the range 0-1, I am unsure how you would apply gamma correction in an hdr display context or if you would even need to.
@abulak3477
@abulak3477 2 года назад
in unreal they already built-in
@Acerola_t
@Acerola_t 2 года назад
It's also built-in for URP and HDRP in Unity as far as I know, but the point of my videos is to understand how those built-in features work under the hood.
@gustavbw
@gustavbw 2 года назад
So, temperature is Saturation, tint is Hue and exposure is Value? (Speaking in HSV terms that is)
@gustavbw
@gustavbw Год назад
@@gregoryford2532 no
@felixmoore6781
@felixmoore6781 Год назад
No. Those are 3 quantities that define an element in the HSV color space, a color. Temperature+tint and exposure are operations or transformations on color space elements. But you can have a saturation factor, which is still not even close color temperature, a hue shift, which is not as far off but still not even close to tint, and a value factor, which actually can behave kind of like exposure, but the calculations are probably different. And exposure is often quantified in "stops", so the factor there changes exponentially.
@Saturn2888
@Saturn2888 2 года назад
Super side comment: Do you live in a trailer home or RV? Your room layout seems very awkward for a house. The window is super low and long, there are cabinets sitting over a couch, and the ceiling shrinks by a foot over that cabinet.
@Acerola_t
@Acerola_t 2 года назад
I record in an rv
@Marc142000
@Marc142000 Год назад
Oh so bloom doesn't come last?
@Acerola_t
@Acerola_t Год назад
no any hdr effects come before tone mapping
@Marc142000
@Marc142000 Год назад
Thank you for the reply in this older video!! Keep doing amazing stuff
@az-kalaak6215
@az-kalaak6215 2 года назад
I have a question which could be a suggestion too regarding everything I saw today from your channel (mainly grass), could you please explain hos some games do to do fire-propagation on grass ? is is post-processing part ? does it mean grass needs representation on cpu side ?
@Acerola_t
@Acerola_t 2 года назад
Honestly I'm not sure how it works, yeah it needs some representation cpu side but I'm not sure how games like breath of the wild do it.
@az-kalaak6215
@az-kalaak6215 2 года назад
@@Acerola_t from what I would implement it, i would do smaller chunk that can get three states "normal" "on fire" "burned" cpu side, only the chunk exists, however gpu side chunk have grass inside the fire spread would be calculated cpu side and the graphical effect gpu side however, since i'm not a graphical dev nor a shader dev, I have no clue if this is even possible (and i'm not even talking about optimisation as well.... you cannot really optimise something you don't know how to do haha) inside a chunk if seeking more realism it would probably be possible to give the starting position of the fire (gpu side) to adapt the graphical effect, syncing it to th cpu calculation to spread it. would be squar-ish but maybe hexagonal shaped chunk would do it ? sub-chunking might get too much ressources so that's the only part i can see and in botw from what I remember the grass is not really burned, it is bent to the ground with a black texture and burning always is a small circle (when it does not propagate) I know far cry serie also have propagating fire, I could try to contact a friend that worked at ubisoft to see if he know how they did this (dunno if he'd respond though)
@nathanhelmburger
@nathanhelmburger Год назад
Or... You could use the Power of AI!!! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AGCH1GR7pPU.html
@NielsGx
@NielsGx 7 месяцев назад
Hable is too dim and grey compared to reinhard sadly MPV video player has no other tone mapping available
@thegirlwithmemes
@thegirlwithmemes Год назад
egg lol
@id462408
@id462408 2 года назад
ssr
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