vault backup: 2024-10-22 17:22:11
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{"582020846":{"582020846":{"currentFile":{"count":1,"lastUpdated":1727792069567}}},"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"currentFile":{"count":1,"lastUpdated":1727249472660}}},"MeshDraw":{"MeshDraw":{"internalLink":{"count":1,"lastUpdated":1727260163677}}},"实现了一个在屏幕空间宽度恒定的":{"实现了一个在屏幕空间宽度恒定的":{"currentFile":{"count":1,"lastUpdated":1728700795488}}},"TsDirectorCamManagerActor":{"TsDirectorCamManagerActor":{"currentFile":{"count":1,"lastUpdated":1729139925413}}},"Bloom":{"Bloom":{"currentFile":{"count":1,"lastUpdated":1729490733473}}}}
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{"582020846":{"582020846":{"currentFile":{"count":1,"lastUpdated":1727792069567}}},"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"currentFile":{"count":1,"lastUpdated":1727249472660}}},"MeshDraw":{"MeshDraw":{"internalLink":{"count":1,"lastUpdated":1727260163677}}},"实现了一个在屏幕空间宽度恒定的":{"实现了一个在屏幕空间宽度恒定的":{"currentFile":{"count":1,"lastUpdated":1728700795488}}},"TsDirectorCamManagerActor":{"TsDirectorCamManagerActor":{"currentFile":{"count":1,"lastUpdated":1729139925413}}},"Bloom":{"Bloom":{"currentFile":{"count":1,"lastUpdated":1729490733473}}},"FBloomFinalizeApplyConstantsCS":{"FBloomFinalizeApplyConstantsCS":{"currentFile":{"count":1,"lastUpdated":1729584275683}}},"解决NaiLin高跟":{"解决NaiLin高跟":{"currentFile":{"count":1,"lastUpdated":1729587089926}}}}
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# 10.21~10.26
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1. 给运营与导播部署共享盘。
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2. 使用闲置路由器测试为什么飞书无法进行局域网传文件的问题。
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3. 解决NaiLin高跟 <=>切换的问题
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3. 解决NaiLin高跟 <=>切换的问题。
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4. 解决SiNuo、XinYi ChaosBone 无法Igone RootMotion问题。
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5. 添加Native 控制VJ播放函数。
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tags:
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rating: ⭐
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---
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# FFT
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# Bloom
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Bloom主要分
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- Bloom
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- FFTBloom
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- LensFlares
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BloomThreshold,ClampMin = "-1.0", UIMax = "8.0"。
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相关逻辑位于:
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```c++
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if (bBloomSetupRequiredEnabled)
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{
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const float BloomThreshold = View.FinalPostProcessSettings.BloomThreshold;
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FBloomSetupInputs SetupPassInputs;
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SetupPassInputs.SceneColor = DownsampleInput;
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SetupPassInputs.EyeAdaptationBuffer = EyeAdaptationBuffer;
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SetupPassInputs.EyeAdaptationParameters = &EyeAdaptationParameters;
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SetupPassInputs.LocalExposureParameters = &LocalExposureParameters;
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SetupPassInputs.LocalExposureTexture = CVarBloomApplyLocalExposure.GetValueOnRenderThread() ? LocalExposureTexture : nullptr;
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SetupPassInputs.BlurredLogLuminanceTexture = LocalExposureBlurredLogLumTexture;
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SetupPassInputs.Threshold = BloomThreshold;
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SetupPassInputs.ToonThreshold = View.FinalPostProcessSettings.ToonBloomThreshold;
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DownsampleInput = AddBloomSetupPass(GraphBuilder, View, SetupPassInputs);
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}
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```
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## FFTBloom
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***普通Bloom算法只能做到圆形光斑,对于自定义形状的就需要使用FFTBloom。***
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- FFT Bloom:https://zhuanlan.zhihu.com/p/611582936
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- Unity FFT Bloom:https://github.com/AKGWSB/FFTConvolutionBloom
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### 频域与卷积定理
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图像可以视为二维的信号,而一个信号可以通过 **不同频率** 的 Sine & Cosine 函数的线性叠加来近似得到。对于每个频率的函数,我们乘以一个常数振幅并叠加到最终的结果上,这些振幅叫做 **频谱**。值得注意的是所有的 F_k 都是 **复数**:
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@ -23,6 +49,13 @@ Bloom主要分
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一一对位的乘法速度是远远快于需要循环累加的朴素卷积操作。因此接下来我们的目标就是找到一种方法,建立图像信号与其频域之间的联系。在通信领域通常使用傅里叶变换来进行信号的频、时域转换
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### 相关代码
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- c++
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- AddFFTBloomPass()
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- FBloomFinalizeApplyConstantsCS (Bloom计算完成)
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- AddTonemapPass(),PassInputs.Bloom = Bloom与PassInputs.SceneColorApplyParamaters
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- Shader
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-
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**FBloomFindKernelCenterCS**:用于找到Bloom效果的核(Kernel)中心(纹理中找到最亮的像素)。用于在一个,并记录其位置。主要通过计算Luminance来获取到中心区域,而在这里的中心区域可以有多个,这也代表着在最终输出的SceneColor里可以有多个【曝点光晕(Bloom)效果】
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