I'm currently working on a post-processing library, and one of the first effects I wanted to do was bloom. For those of you who aren't familiar with it, bloom is a multi-step process that works by isolating the bright parts of the image, blurring them, and adding them back in so that they appear to glow (look at the bright part of the sky and the edges of the shapes for examples). It's commonly used in games to make lighting look more realistic.
Up next I will implement full High Dynamic Range rendering with Tone Mapping.
Deferred + 1 directional light + 500 point lights (GLSL, i7-930, ATI Radeon HD 4670)
If somebody know about Direct3D9 problem http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=39477 please notice me (Direct3D9 i used 3 Single RT for render GBuffer in 3 times because i have problem MRT on this driver ).
22FPS with your graphic card and no MRT with 500 lights made me realize how my deferred system is slow
How many light per pass do u do and what's the poly count ?
Sorry...is my bad for not clear information. Above screenshot use OpenGL with MRT and 500 pass with sphere for rendering pointlight. Polycount shown at title bar. And now i still problem in Direct3D9 with MRT.
No it is, but instead of 6 renders, it uses two cameras with the highest field of view they can have to render, so it makes 2 half circles. It often has less quality than rendering the six views, but it is much faster. Maybe stefbuet can explain better