
Bloom (sometimes referred to as light bloom or glow) is a
computer graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal ...
effect used in
video game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s,
demos, and
high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of ''
Tron 2.0'' in 2004.
Theory
The physical basis of bloom is that, in the real world, lenses can never focus perfectly. Even a perfect lens will
convolve the incoming image with an
Airy disk (the diffraction pattern produced by passing a point light source through a circular aperture).
Under normal circumstances, these imperfections are not noticeable, but an intensely bright light source will cause the imperfections to become visible. As a result, the image of the bright light appears to bleed beyond its natural borders.
The Airy disc function falls off very quickly but has very wide tails (actually, infinitely wide tails). As long as the brightness of adjacent parts of the image are roughly in the same range, the effect of the blurring caused by the Airy disc is not particularly noticeable; but in parts of the image where very bright parts are adjacent to relatively darker parts, the tails of the Airy disc become visible and can extend far beyond the extent of the bright part of the image.
In
HDRR images, the effect can be reproduced by convolving the image with a windowed
kernel
Kernel may refer to:
Computing
* Kernel (operating system), the central component of most operating systems
* Kernel (image processing), a matrix used for image convolution
* Compute kernel, in GPGPU programming
* Kernel method, in machine lea ...
of an Airy disc (for very good lenses), or by applying
Gaussian blur (to simulate the effect of a less perfect lens), before converting the image to fixed-range pixels. The effect cannot be fully reproduced in non-
HDRR imaging systems, because the amount of bleed depends on how bright the bright part of the image is.
As an example, when a picture is taken indoors, the brightness of outdoor objects seen through a window may be 70 or 80 times brighter than objects inside the room. If exposure levels are set for objects inside the room, the bright image of the windows will bleed past the window frames when convolved with the Airy disc of the camera being used to produce the image.
Practical implementation
Current generation gaming systems are able to render
3D graphics using
floating-point
In computing, floating-point arithmetic (FP) is arithmetic that represents real numbers approximately, using an integer with a fixed precision, called the significand, scaled by an integer exponent of a fixed base. For example, 12.345 can be ...
frame buffers, in order to produce
HDR images. To produce the bloom effect, the linear HDRR image in the frame buffer is convolved with a convolution kernel in a
post-processing step, before converting to
RGB space. The convolution step usually requires the use of a large gaussian kernel that is not practical for realtime graphics, causing programmers to use approximation methods.
Use in games
Some of the earliest games to use the bloom effect include the
pre-rendered CGI game ''
Riven'' (1997),
the
voxel game ''
Outcast'' (1999), and the
real-time 3D polygon games ''
The Bouncer'' (2000) and ''
Ico'' (2001).
Bloom was later popularized within the game development community in 2004, when an article on the technique was published by the authors of ''
Tron 2.0''.
Bloom lighting has been used in many games, modifications and game engines such as ''
Quake Live'', ''
Cube 2: Sauerbraten'' and the
Spring game engine.
The effect was popular in
7th-generation games, which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique. The heavy bloom lighting in ''
RollerCoaster Tycoon 3'' (2005) was described as "disgusting" at the time by
GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
. Gaming Bolt described the trend as a gimmick that had died with the generation, and criticised the heavy use of the technique in major releases of the time such as ''
The Elder Scrolls IV: Oblivion'' (2006) and ''
Twilight Princess'' (2006). ''
Syndicate'' (2012) has also been described as featuring "eye-melting" bloom.
See also
*
Chromatic aberration
In optics, chromatic aberration (CA), also called chromatic distortion and spherochromatism, is a failure of a lens to focus all colors to the same point. It is caused by dispersion: the refractive index of the lens elements varies with the ...
*
Contre-jour
*
Tone mapping
References
External links
Real-Time Glow
{{DEFAULTSORT:Bloom (Shader Effect)
Demo effects
Shading