Jump to content
  • Advertisement
Sign in to follow this  
Tom Backton

HDRR Tone Mapping Operator

This topic is 3056 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
Quote:
Original post by Tom Backton
Do I have to use a TMO even if floating point FBO, textures and framebuffer are supported?


Depends, but probably yes. The idea is that you can actually take advantage of the wider array of intensities available to you by applying a tone-mapping operator to them.

On the other hand, Unreal 3 does not actually do anything of the sort and instead just uses intensities above 1 for blooming. I consider this approach to be a bit of a waste, but it obviously is still a viable method.

Share this post


Link to post
Share on other sites
Quote:
Original post by Tom Backton
Do I have to use a TMO even if floating point FBO, textures and framebuffer are supported?

Of course. The whole point of rendering to a floating point buffer is that you can use more advanced forms of tonemapping.

Quote:

On the other hand, Unreal 3 does not actually do anything of the sort and instead just uses intensities above 1 for blooming

Clamping is in fact a (primitive) form of tonemapping.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!