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| | knarkowicz.wordpress.com
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| | In games automatic exposure or eye adaptation is an algorithm for simulating eye reaction to temporal changes in lighting conditions and for selecting optimal exposure for a given scene and lighting conditions. The main challenge here is that optimal settings are hard to define. Should we expose for sunlight, shadows or something in between? Should...
| | mynameismjp.wordpress.com
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| | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human...
| | therealmjp.github.io
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| | So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea...
| | schuttejoe.github.io
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