Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

Arrow left icon
Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Implementing HDR lighting with tone mapping


When rendering for most output devices (monitors or televisions), the device only supports a typical color precision of 8-bits per color component, or 24-bits per pixel. Therefore, for a given color component, we're limited to a range of intensities between 0 and 255. Internally, OpenGL uses floating-point values for color intensities, providing a wide range of both values and precision. These are eventually converted to 8-bit values by mapping the floating-point range [0.0, 1.0] to the range of an unsigned byte [0, 255] before rendering.

Real scenes, however, have a much wider range of luminance. For example, light sources that are visible in a scene, or direct reflections of them, can be hundreds to thousands of times brighter than the objects that are illuminated by the source. When we're working with 8-bits per channel, or the floating-point range [0.0, -1.0], we can't represent this range of intensities. If we decide to use a larger range of...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image