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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Implementing HDR rendering and tone mapping

In all our previous examples, the resulting color values in the framebuffer were clamped between 0.0 and 1.0. Furthermore, we used 1 byte per color component, making only 256 shades of brightness possible, which means the ratio between the darkest and the brightest regions in the image cannot be larger than 256:1. This might seem sufficient for many applications, but what happens if we have a really bright region illuminated by the Sun or multiple lights? Everything will be clamped at 1.0, and any additional information in the higher values of brightness, or luminance, will be lost. These HDR brightness values can be remapped back into a Low Dynamic Range (LDR) 0..1 interval using a tone-mapping technique.

Getting ready

The source code for this demo is located in Chapter8/GL03_HDR/src/main.cpp.

How to do it...

To implement HDR rendering, we need to store HDR values in framebuffers. This can be done using our existing GLFramebuffer...

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