Latest bloom Activity
![Parallax Occlusion Mapping + HDR + bloom + parallax corrected cubemap reflections](https://uploads.gamedev.net/blogs/monthly_2024_02/large.large.5e70f9f807a046d086bee7bbb63bef63.2023-11-26-19-37-36__screen.webp)
![Procedural terrain + adaptive exposure + BLOOM](https://uploads.gamedev.net/blogs/monthly_2023_11/large.232bf181f98b4c3a91e986004d037150.2021-12-20__improved_bloom_+_adaptive_exposure__walk.jpg)
Improved bloom + experiments with adaptive exposure.
Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)
![OpenGL 4 bloom / glow map](https://uploads.gamedev.net/forums/monthly_2022_11/b5f37c0496f54af4929a958dcc3a9eb7.out.png)
Aressera said:
taby said:
implement tracersI guess you mean to do a temporal blur effect that smooths changes over time, so that lights leave trails in the image? Like this:
This can be implemented by having 2 “history” textures that are persistent across frames. You read from one, and write to the o…
![DevBlog 22 - Tighten Up The Graphics (Adding HDR, Bloom, Normal Maps, and more) [OpenGL 3.3]](https://uploads.gamedev.net/blogs/monthly_2022_04/large.large.8f7a6f8a353142e783251559f69bf6d1.sa_vid22_thumbnail.webp)
I've refactored the rendering system in my engine.
The old way of rendering was complete in SDR.
In this update I created a separate off screen framebuffer that everything is rendered to first.
This offscreen framebuffer is a float framebuffer, and can store values outside of the normal [0,1] r…