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Tag Archives: Post Processing
HDR Display – First Steps
Recently NVIDIA send us a nice HDR TV and we got a chance to checkout this new HDR display stuff in practice. It was a rather a fast implementation, as our game is shipping in less than 2 months from … Continue reading
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
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
Color grading and tonemapping using photoshop
There is a very simple and nice idea in UDK documentation about adding color grading to engine in easy way, without writing any special tools. Color grading in UDK uses LUT table (3d texture, with mapping from RGB to RGB). … Continue reading