The environment/cube map is a High Dynamic Range Image, which means that it was acquired with a wider range of values. This makes the values for lighting in the image more accurate. You can't display a HDR image on a normal computer screen because it's dynamic range is too low. So that's why you need to use tone mapping and map the HDR values to LDR values in different ways. For instance, you can adapt the toning so you see what lies in the dark or light areas more clearly.
Much of the shaders i basically just from the OpenGL SL book. Some on the other hand is pure image proccessing with the standards of a game developer, meaning fast but not accurate ;).
this looks like ray tracing a little:)
PRINCEofPECICA 8 months ago
Wow, nice tits!
tempac91 10 months ago
can you tell me what is the HDR exzactly? does it only affect the lighting, or what is affected by it in this video?
WorldOfSnakes 2 years ago
The environment/cube map is a High Dynamic Range Image, which means that it was acquired with a wider range of values. This makes the values for lighting in the image more accurate. You can't display a HDR image on a normal computer screen because it's dynamic range is too low. So that's why you need to use tone mapping and map the HDR values to LDR values in different ways. For instance, you can adapt the toning so you see what lies in the dark or light areas more clearly.
suddensunden 2 years ago
ok thanks alot for the information! its clearer now
WorldOfSnakes 2 years ago
Ported DirectX dev sample with misc objects added. Oh well, cool. When's the committee gonna release next GL version then? :)
baldingeagle666 2 years ago
Really, I didn't know.
Do you gotta a link?
Much of the shaders i basically just from the OpenGL SL book. Some on the other hand is pure image proccessing with the standards of a game developer, meaning fast but not accurate ;).
suddensunden 2 years ago
wow, really beautiful!
pidipid 2 years ago