> On March 25, 2012, 3:39 p.m., Tofu Buzzard wrote:
> > 4 -> 6 is a bit of a last-minute change... :3  But ship it.

Mostly just using an idea I got from reading up on RGBM encoding, and why they 
scale by 6 as well (though really, in theory you could scale by pretty much any 
value so long as both the encode and decode use the same scales).  Seems to 
work quite well, especially since medium shiny seems to have slightly less 
saturation induced artifacting. :3


- Geenz


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On March 25, 2012, 2:07 p.m., Geenz Spad wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> -----------------------------------------------------------
> 
> (Updated March 25, 2012, 2:07 p.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> -------
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> more in line with what you see in high end game engines such as Unreal Engine 
> 3 and Frostbite 2, and stored in a lookup texture.
> 
> Test plan can be found in the JIRA.
> Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp
> 
> 
> This addresses bug STORM-1823.
>     http://jira.secondlife.com/browse/STORM-1823
> 
> 
> Diffs
> -----
> 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> -------
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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