Original Post
I'm speaking of the effect in which you compute the average pixel color of the screen in order to adjust the brightness to create the effect of pupil dilation?
[font="sans-serif"]Gamma Correction?[/font]
[font="sans-serif"] [/font]
[font="sans-serif"]http://en.wikipedia....amma_correction[/font]
-ddn
Either that or Tone Mapping.
The final version of Valve's HDR technology adds a significant number of lighting effects to the engine, aimed at making the game appear more realistic. Bloom shading was introduced, blurring bright edges in the game world and emulating a camera's overexposure to light.[7] This is combined with exposure control to tailor the effect to represent the human eye. For example, as the player exits a dark area into a light area, the new area is initially glaringly bright, but quickly darkens, representing the adjustment of the player character's eyes to the light[/quote]
There's this one referance that mentions it too, page 2 of http://www.bit-tech.net/gaming/pc/2005/06/14/hl2_hdr_overview/1
Exposure control possibly. http://en.wikipedia.org/wiki/Exposure_(photography)
High dynamic range rendering?
[quote name='Tachikoma' timestamp='1314432232' post='4854349']
High dynamic range rendering?
[quote name='SteveDeFacto' timestamp='1314433071' post='4854352']
[quote name='Tachikoma' timestamp='1314432232' post='4854349']
High dynamic range rendering?
Yes, I understand the idea but I still don't know what it's called...
EDIT: Or ah, you are talking about the "algorithm" to compute the light intensity of the scene... or?
[quote name='Syranide' timestamp='1314440500' post='4854373']
EDIT: Or ah, you are talking about the "algorithm" to compute the light intensity of the scene... or?
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more