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	DX9 Real-Time High-Dynamic Range Image-Based Lighting
				Version 1.2

	2003.08
	Masa (Masaki Kawase): http://www.daionet.gr.jp/~masa
	E-Mail: masa@daionet.gr.jp
	URL   : http://www.daionet.gr.jp/~masa/rthdribl/

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- Contents

  - What is rthdribl
  - System Requirements
  - Tips
  - Problems
  - References
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- What is rthdribl

    Rthdribl is a technical demo of "High Dynamic Range Image-Based
  Lighting".  DirectX(R) 9.0 high-precision texture formats and
  version-2.0 of Pixel Shader represent real-time true HDR rendering.
  Light sources and reflected or refracted lights that are very bright
  cause Glare.

    Technical features of this demo are:
   - True HDR (High-Dynamic Range) Rendering
   - IBL (Image-Based Lighting)
   - Glare Generation (Afterimage, Bloom, Halo, Ghost, and Star)
   - Automatic Exposure Adjustment
   - Iris shaped Depth of Field blur
   - Realistic Motion Blur
   - FSAA (Full-Scene Anti-Alias)
   - Fresnel Reflection (Specular Reflectance, Metallic Color-Shift)
  etc.

    The Glare, the Motion Blur, the Fresnel Reflection and the Depth
  of Field effects work properly by rendering with HDR.

    These effects are still expensive for real-time rendering like
  games, but will hopefully be of practical use in the near future. 


- System Requirements

  - Intel(R) 80x86-compatible CPU
  - Microsoft(R) Windows(R) 98, ME, 2000, or XP
  - DirectX(R) 9.0 or later
  - A video card that supports Vertex Shader 2.0 and Pixel Shader 2.0

    Additionary, 16-bit floating point per component and 16-bit
  integer per component texture formats that can be rendered are
  highly recommended.  If the current D3D driver doesn't support any
  floating point texture formats, the Depth Of Field and the Halo
  effects will not work.  And if doesn't support any high-precision
  texture formats (at least 16 bits per component), both of the image
  quality and the frame-rate will be down :-(


- Tips

    Maybe you feel that frame-rate is slow.
  Follows are some tips for increase the frame-rate.
   - Disable Multisample
   - Disable Depth of Field effect
   - Change "Glare Type" to "Natural"

    The demo loads initial setteings from "rthdribl.ini" or the first
  command line argment of rthdribl.exe.  Please make reference to
  "rthdribl.ini" and "rthdribl_large.ini".


- Problems

   - Cause system crash on some enviroment with fullscreen mode.
     Cause of this problem is unknown.
     Running with windowed mode is recommended.

   - To drag-and-drop the .ini file to rthdribl.exe will causes an
     application error.
     Cause of this problem is unknown.

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- References

  Debevec, Paul E. "Fiat Lux", In SIGGRAPH 99 Electronic Theater, 1999.
  http://www.debevec.org/FiatLux/ 

  Debevec, Paul E. "Rendering with Natural Light", In SIGGRAPH 98
  Electronic Theater, 1998. http://www.debevec.org/RNL/ 

  Light Probe Images courtesy of Paul Debevec,
  http://www.debevec.org/Probes, used with permission., 1997. 

  Mitchell, Jason L. "High Level Shading with DirectX9 on ATI's RADEON
  9700 Series", In NetSeminar, December 11, 2002. 
  http://www.netseminar.com/index.cgi?sem_num=793 

  "OpenEXR", http://www.openexr.net/

  Spencer, Greg, Peter Shirley, Kurt Zimmerman, and Donald P. Greenberg.
  "Physically-Based Glare Effects for Digital Images", in SIGGRAPH 95

  "The RADIANCE Picture File Format",
  http://radsite.lbl.gov/radiance/refer/Notes/picture_format.html 
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Version 1.2 - August 3rd, 2003
	- A new material type based on "multi-coting" is added.
	- Some materials are added.
	- Rough specular is added to some materials.
	- Initial settings will be loaded from rthdribl.ini.
	- A new light environment named "beach" is added.
	- Some optional settings are added.  See "Options" menu.

Version 1.1 - March 30th, 2003
	- Halo with spectral dispersion is added.

Version 1.0 - March 27th, 2003
	- First version.
