Re: Thermal infrared techniques?
Jon Watte <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Ron Hay wrote: > stated, pretty much all they have been doing. We want to do it better, > so I was try to edu-macate myself on some other possibilities using > "modern" (aka "not 10 years old") hardware. Some of the ideas you > through out are a good start Jon :) > The "colorful" IR is simply a palette map at the end of the shader. Once you have "intensity" then you map that to the S texture coordinate of a color ramp texture, and out comes the display color. Depending on which piece of hardware you want to emulate, typically you apply bloom BEFORE the palettization, which means you need some render target ping-pong-ing. Sincerely, jw ------------------------------------------------------------------------------ Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT is a gathering of tech-side developers & brand creativity professionals. Meet the minds behind Google Creative Lab, Visual Complexity, Processing, & iPhoneDevCamp as they present alongside digital heavyweights like Barbarian Group, R/GA, & Big Spaceship. http://p.sf.net/sfu/creativitycat-com _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list