because a bloom filter is a probabilistic data structure used to test whether an element is set. It's an algorithm for handling data. Not a visual effect.
If you're going to post code samples, how about posting one that actually implements what is being discussed?
Seriously, Tei - point out where in that code you posted any bloom effect is applied.
It looks like you just googled for 'opengl bloom' and posted in the first arbitrary bit of code on the page without having the faintest clue what you are talking about.
However, if you really want to see what bolting a bloom effect onto the end of the rendering pipeline might look like, it's actually not too hard.
Here I used Quartz Composer to run a minecraft and a bloomed-minecraft side by side.
(the video starts out with encoding artifacts but gets better)
Really the bloom needs to be applied only to lights or brightly lit geometry in the scene, as a full scene effect you get annoyances like sheep blooming and the HUD blooming. To do it correctly would really require a little more than just post-processing the frame buffer.
because a bloom filter is a probabilistic data structure used to test whether an element is set. It's an algorithm for handling data. Not a visual effect.
Eh? How is it not a visual effect, there are loads of examples of it in here now.
A bloom filter as used in the links are related to data as dancrum said, not visual effects.
A Bloom Filter is a relatively simple way to efficiently remember whether you've seen something before, without actually having to store everything you've seen.
Edit: A simplistic bloom filter can be made by enlarging objects that should have bloom in a frame buffer object, then down sampling to original size with a simple filter.
Here's an interesting explanation: http://prideout.net/archive/bloom/
Really? Someone posted links to bloom filters (related to data, not visuals). Someone asked why a bloom effect isn't the same as a bloom filter. dancrum explained. You questioned his explanation when if you had checked the links, you would realize he/she was absolutely right.
You are confusing the issue further - bloom filters (data-related) are not helpful. Trying to say that they are is not helpful. Time to let it go and get back to topic.
Edit: Here's a program for implementing bloom in Java using frame buffer objects: http://jexp.ru/index.php/Java/Advanced_Graphics/OpenGL
As to whether it could be used with intercepting opengl calls is up to people with much more knowledge than I.
I think it's fine to call it a bloom filter - its a per-pixel 2D effect (a filter) that simulates a type of image distortion common in photography, known as 'bloom'.
Regardless of whether theres an algorithm that happens to share the name, its fine to refer to this effect as a bloom filter, in my view.
For theory, I took a screenshot of it, and layered a gaussian blur(plus a few extra's. enhanced the lighting...more like radiosity.)
Original:
Post-processed:
The solution to the overbright is to average the lighting values of the surrounding 5x5x5 squares. Balance the lighting based on that(i.e. adjust the brightness of the environmental lighting...bloom tends to brighten the image, so it would be offset). The problem lies in the fact that a gaussian blur is expensive...there is a fast blur someone made. The other option is to down scale and bilinear(triliniear) rescale it, it will naturally blur at a much cheaper hardware cost.
I know this is probably a dead topic by now, but I was trying to find if an actual released mod of bloom had been made and stumbled upon this topic.
I think this looks great. The 'Ambient Occlusion' mod didn't make much of a difference graphically but it was still a pleasant improvement, and was integrated into the actual game. I don't see why this couldn't potentially added as well. Don't like it? Turn it off. I think having different shader options is just another way for the player to customize their experience
This is the kind of bloom effects I would like. If you have ever been at a hotel on the beach in the morning it looks EXACTLY like this. And it is blinding to open the door to outside. If there was ever a mod or texture pack like this I would so use it.
Even if someone could mod in bloom, why would you? Part of Minecraft's charm is its simple graphics. Adding an overused "I just smeared vaseline in my eyes and am staring into the sun" effect will just be incredibly out of place.
Radiosity, being what you're probably intending, traditionally took days to bake into regions. A real-time bake, with the fastest radiosity calculations, takes several minutes. Therefore, the only way to realistically play Minecraft with the sort of radiance you're looking for, is to play a pre-made map and not touch anything :biggrin.gif:
1. If you don't like bloom, good for you. Don't bother then. And don't waste your time telling everyone how much you hate it and don't waste everyone else's time by arguing about.
I found a youtube link with a link in the discription to the mod and it works, but it is outdated and it destroys your worlds and does not allow you to play multiplayer.
actually, this is glare affect
I say stuff here and here
Seriously, Tei - point out where in that code you posted any bloom effect is applied.
It looks like you just googled for 'opengl bloom' and posted in the first arbitrary bit of code on the page without having the faintest clue what you are talking about.
However, if you really want to see what bolting a bloom effect onto the end of the rendering pipeline might look like, it's actually not too hard.
Here I used Quartz Composer to run a minecraft and a bloomed-minecraft side by side.
(the video starts out with encoding artifacts but gets better)
Really the bloom needs to be applied only to lights or brightly lit geometry in the scene, as a full scene effect you get annoyances like sheep blooming and the HUD blooming. To do it correctly would really require a little more than just post-processing the frame buffer.
A bloom filter as used in the links are related to data as dancrum said, not visual effects.
quoted from here: http://blog.locut.us/2008/01/12/a-decent-stand-alone-java-bloom-filter-implementation/
That is one of the sites that was linked, apparently without having been read at all to see if it had anything to do with the topic.
Edit: A simplistic bloom filter can be made by enlarging objects that should have bloom in a frame buffer object, then down sampling to original size with a simple filter.
Here's an interesting explanation: http://prideout.net/archive/bloom/
And here's another method: http://www.shamusyoung.com/twentysidedtale/?p=3166 (the series is a great read by the way)
The question is whether anyone could implement something like this on top of Minecraft like the enb series does with directx.
You are confusing the issue further - bloom filters (data-related) are not helpful. Trying to say that they are is not helpful. Time to let it go and get back to topic.
Speaking of which, here's some more info on how to actually do it:
http://www.gamasutra.com/features/20040526/james_pfv.htm
Edit: Here's a program for implementing bloom in Java using frame buffer objects:
http://jexp.ru/index.php/Java/Advanced_Graphics/OpenGL
As to whether it could be used with intercepting opengl calls is up to people with much more knowledge than I.
We are talking about a bloom effect, not a bloom filter, they are different things.
I say stuff here and here
Regardless of whether theres an algorithm that happens to share the name, its fine to refer to this effect as a bloom filter, in my view.
Original:
Post-processed:
The solution to the overbright is to average the lighting values of the surrounding 5x5x5 squares. Balance the lighting based on that(i.e. adjust the brightness of the environmental lighting...bloom tends to brighten the image, so it would be offset). The problem lies in the fact that a gaussian blur is expensive...there is a fast blur someone made. The other option is to down scale and bilinear(triliniear) rescale it, it will naturally blur at a much cheaper hardware cost.
I say stuff here and here
Check out http://www.reddit.com/r/DrFunkesMC/ for more info!
If that's what it looks like to you, than you have hte most precise finger-smudgering talent ever.
Graphics? Silly kids, I got all the graphics I need in my head, give me some nethack, or zork and I'm happy. :smile.gif:
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
I think this looks great. The 'Ambient Occlusion' mod didn't make much of a difference graphically but it was still a pleasant improvement, and was integrated into the actual game. I don't see why this couldn't potentially added as well. Don't like it? Turn it off. I think having different shader options is just another way for the player to customize their experience
This is the kind of bloom effects I would like. If you have ever been at a hotel on the beach in the morning it looks EXACTLY like this. And it is blinding to open the door to outside. If there was ever a mod or texture pack like this I would so use it.
How in the WORLD did you convert THAT!!!
2. The answer to all your prayers: http://www.minecraftforum.net/topic/120261-v15-glsl-shaders-aa-dof-waving-wheat-and-more/page__st__4980 (scroll down to the Reloaded Shaders Pack) Only for 1.7 at the moment but they're working hard on updating it.