偶然发现一个很有意思的Shader,代码就上面这些,可以看出只有一个fragment shader,没有任何的geometry输入。 其他所有的处理都是在 Fragment Shader 里面完成的,包括: 波浪的生成,折射/反射,Fresnel,泡沫,甚至球的绘制也是(当初看到还是吓了一跳,完完全全的只有一个Fragment)。
lumScaled = lum (1+lum / (maxLum^2)) / (1+lum) Result = color * lumScaled HDR(高光动态范围)
Open source OpenVDB, Alembic, OpenExr 2, Open Shader Language (OSL), Cortex and other open source initiatives have really taken off in the last few years. For some companies this is a great opportunity, for a few others they are considering them but have higher priorities, but no one is ignoring them. A scene from The Croods using OpenVDB. With online communities and tools such as GitHub, people around the world have worked together to move in-house projects and standardizations into the public open source community. While most of this is based on genuine community motivation, the growth of patent trolls and the costs of isolated development have also contributed. Companies such as The Foundry, who excel at commercializing in-house projects into main stream products such as Nuke, Katana, Mari and now FLIX have also been key in adopting and helping to ratify standards such as ColorIO, Alembic and OpenEXR 2. This partnership between the vendors and the big facilities has huge advantages for the smaller players also. Several smaller render companies expressed complete support for such open standards, one might even say exuberance, since they feel they can not complete with the big companies, but when open standards are adopted it allows smaller player to correctly and neatly fit into bigger production pipelines. In reference to open source in general, Juan Cañada, the Head of Maxwell Render Technology, commented “this is something we have been praying for. We are not Autodesk, we are not even The Foundry. We are smaller, and we are never force people to use just our file formats, or a proprietary approach to anything, so anything that is close to a standard for us is a blessing. As soon as Alembic came along we supported that, the same with Open VDB, OpenEXR etc. For a medium sized company like us, it is super important that people follow standards, and from the user’s point of view we understand this is even more important. It is critical. We have committed ourselves to follow standards as much as possible.” Below are some of the key open source initiatives that are relevant to rendering that we have not included in our round-up of the main players (see part 2), but will be covered from SIGGRAPH, and others that were just excluded due to current levels of adoption such as OpenGL (Caustic by Imagination) which is supported by Brazil only currently as we understand, but aims to aid in GPU and CPU low level levels of abstraction for ray tracing.
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