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13 February 2014 - 12:56 PM
Have you read the Michael Abrash series of books. Its more than just graphics programming but still a great read.
07 January 2014 - 09:52 AM
This bit looks unneeded and should be removed
float exposure = key * L / avgL;
change it to
float exposure = key / avgL;
I don't see why you need the multiply by pixel luminance
18 December 2013 - 01:33 PM
Its simply combining textures and parameters together when rendering the geometry. Only 1 pass is needed but you could layer on more details using projected decals as a later pass.
03 December 2013 - 04:26 PM
One idea is to convert to a signed distance field. Then find the pixels which are greater in value than its four neighbours ( +/-X. +/-Y)
10 May 2013 - 10:15 PM
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