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preetishkakkar.wordpress.com | ||
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www.jendrikillner.com
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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... | |
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raphlinus.github.io
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| | | | | This post is an update to 2D Graphics on Modern GPU, just over a year ago. How time flies! | |
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morad.in
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| | | Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...] | ||