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0
votes
1answer
69 views
Reinhard tone mapping and color space [closed]
I found two ways of doing tone mapping (first, second):
//Ld - this part of the code is the same for both versions
float lum = dot(rgb, vec3(0.2126f, 0.7152f, 0.0722f));
float L = (scale / ...
2
votes
1answer
149 views
HDR / Tone Mapping - choosing parameters
I implement HDR in my graphics engine (deferred rendering) based on this document: link I save a luminance in a texture (RGBA16F) this way:
const float delta = 1e-6;
vec3 color = texture(texture0, ...
28
votes
2answers
918 views
How do you author HDR content?
How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR?
Note that I'm not ...
12
votes
4answers
2k views
how does HDR work?
I'm trying to understand what HDR is and how it works.
I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl.
However it's still pretty foggy.
Say I'm ...