Monthly Archives: January 2016

Automatic Exposure

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 … Continue reading

Posted in Graphics, Lighting | 5 Comments

ACES Filmic Tone Mapping Curve

Careful mapping of HDR values to LDR is an important part of a modern game rendering pipeline. One of the goals of our new renderer was to replace Reinhard‘s tone mapping curve with some kind of a filmic tone mapping … Continue reading

Posted in Graphics, Lighting | 11 Comments