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Hable John Uncharted2 Hdr Lighting

This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range. - Download as a PPTX, PDF or view online for free



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Hable John Uncharted2 Hdr Lighting

https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting

This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range. - Download as a PPTX, PDF or view online for free



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https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting

Hable John Uncharted2 Hdr Lighting

This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range. - Download as a PPTX, PDF or view online for free

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      This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range. - Download as a PPTX, PDF or view online for free
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      This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range. - Download as a PPTX, PDF or view online for free
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