[w]tech combines next generation technologies like full dynamic lighting, voxel based terrain and bullet physics, which are brought to you via a self-explanatory user interface. We are thinking in innovative ways to combine the available technologies and ideas to an edgeless package. Visit wtechportal.com to get more information about the newest features integrated into [w]tech!

Report article RSS Feed HDR-Rendering in [w]tech

HDR-Rendering is one of those effects every modern engine should have built in. It the makes life for mappers easier and makes everything looking cool as well! This news-posting also includes some information (And screenshots!) about other, not yet shown on ModDB, features of [w]tech!

Posted by [WuTz]! on Mar 15th, 2011

HDR-Rendering found it's way into [w]tech!

Before I start with simply showing some screenshots, let me explain what HDR-Rendering is:

What is HDR?

The HDR-Effect is a combination of ToneMapping and Bloom. You may know what Bloom is: It's that nice glow effect almost all games are using today. But ToneMapping isn't very known in the non-developer reigns.

What is ToneMapping?

ToneMapping simulates the following situations:
If you look into a bright light, your eyes will get used to the bright light and the rest will become darker. If you are in a dark room, or walking around at night, your Eyes will get used to the dark, you will see everything brighter. (I won't go into technical details here, as there are enough articles explaining that out there)


On the first picture the bright red square is filling up a lot of space on the screen, which tells our ToneMapper to make the rendered image darker, while it has to adjust the second image the other way around, since the square is smaller and it is not as bright as the first one.

It's either a cool effect, and also makes life for mappers easier. They don't have to make different content for dark and bright places for example.

Is there more ToneMapping can be used to?

Yes, we can apply it to the Bloom, giving it a nice taint.

Final results/Comparison

Here you can see the difference of the same scene with HDR turned on and HDR turned off.
It is much better when you are able to move around in the world by yourself, though.

HDR found its way into [w]tech

Always remember: If you want to get news about [w]tech or BeyondJupiter earlier, just visit: Wtechportal.com

There are features of [w]tech we haven't posted a news about yet. If you are interested in them, please visit our [w]tech-Progress-Thread: Wtechportal.com
We're filling new pictures every few days, so keep watching it!

Post comment Comments
ExecutorTassadar Mar 16 2011, 5:33am says:

HDR is great and your implementation looks fine, but remember: overdoing it makes everything look stupid instead of better. ;)

+3 votes     reply to comment
Elementalist Mar 16 2011, 6:04am replied:

The problem is finding the sweet spot that MOST people agree on, since everyone has a very different idea of what is under and overuse of HDR Rendering.

Looks great though!

+3 votes     reply to comment
Dragonlord Mar 16 2011, 2:37pm replied:

HDRR is NOT bloom. HDRR itself allows for dealing with a large intensity range. The look is defined by the tone-mapper added to it. A good tone mapper yields though the same image of a full lit low-res image as it does with a low-res renderer. Special effects are possible but the only good tone-mappers I've seen so far are those which are nearly not noticeable (then they work good). Bloom on the other hand is a HDR/LDR independent effect and is greatly overdone. So HDRR is good but excessive bloom is not (which unfortunately a lot of games do). Please don't equal HDRR with Bloom, it's entirely different and one does not depend on the other.

+1 vote     reply to comment
[WuTz]! Author
[WuTz]! Mar 16 2011, 3:24pm replied:

I don't like that overused blooming in games either.
We'll try to keep it low, but nice, even thought it looks just too cool sometimes. ;)

@Bloom != HDR: I use the ToneMapping operator on our bloom as well. It wouldn't look like that without ToneMapping.

+1 vote   reply to comment
moci Mar 16 2011, 5:55am says:

So when are we going to see shadows implemented? It's great that you're adding eye candy stuff but shadows are pretty essential.

+2 votes     reply to comment
[WuTz]! Author
[WuTz]! Mar 16 2011, 12:38pm replied:

Shadows? You may find the second page of our progress thread interesting... ;)
Link is in the news-posting.

+1 vote   reply to comment
moci Mar 16 2011, 3:46pm replied:

The point light shadow test? Yes, it would be great if you could focus on that instead of new eye candy features. Like I said having proper working shadows is essential. A game can live without bloom, shadows on the other hand...

Great stuff! Keep it up.

+1 vote     reply to comment
[WuTz]! Author
[WuTz]! Mar 16 2011, 4:55pm replied:

PointLight-Shadows are still to come. What you have seen there was the shadowing of a SpotLight. But hey, I'm working right now on improving the shadows (Like Soft shadowing) and when the little shadowing framework is up and ready I will make the other light types use it.
Just stay turned :)

+1 vote   reply to comment
Mkilbride Mar 16 2011, 8:14am says:

I often turn HDR off in-games...it's blinding in pretty much every game I've seen implement it.

+1 vote     reply to comment
unrealer2 Creator
unrealer2 Mar 16 2011, 9:26am says:

There are many different parameters in the world settings to adjust the current post processing, you can even deactivate it. Later we will build in something like a post processing chain or node editor.
So don't worry about blinding and similar, it's still under control of the artist;)

+1 vote   reply to comment
Kamikazi[Uk] Mar 16 2011, 2:02pm says:

Looking good, i always like reading these posts about the graphics tech as i want to do more graphics programming as i mostly do gameplay programming.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

[w]tech team
Send Message
Creative Commons
Release Date
Engine Watch
Track this engine
Report Abuse
Report article
Related Engines
[w]tech Creative Commons TBD
Related Groups
[w]tech team
[w]tech team Developer with 3 members