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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 light adaptation

In the previous recipe, Implementing HDR rendering and tone mapping, we learned how to do the basic stages of an HDR pipeline. Let's extend this and add a realistic light-adaptation process to simulate how the human-vision system adapts to bright light.

Getting ready

Make sure you go through the previous recipe, Implementing HDR rendering and tone mapping, before taking on this one.

The source code for this demo is located at Chapter8/GL04_HDR_Adaptation.

How to do it...

In order to add a light-adaptation step to our previous HDR tone-mapping demo, let's introduce a few additions to the C++ code:

  1. First, we need a new parameter to control the light-adaptation speed:
    struct HDRParams {
      float exposure_ = 0.9f;
      float maxWhite_ = 1.17f;
      float bloomStrength_ = 1.1f;
      float adaptationSpeed_ = 0.1f;
    } g_HDRParams;
    static_assert(  sizeof(HDRParams) <= sizeof(PerFrameData...
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