Real-time HDR Image Based Lighting - Part 1

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Uploaded by on Mar 18, 2009

High dynamic range image based lighting implemented in C++ using OpenGL and GLSL. Spheres, skulls or sexy statue is illuminated using a HDR environment map, stored as 16 bits RGBA float data. The objects in the scene can have different surface properties, such as perfect reflection, refraction and chromatic dispersion. Diffuse convolution map or an approximation with Spherical Harmonics can be choosen as well as specular highlights. To visualize the HDR image the global tone mapping method called S-curve is implemented and the local method called Rahman Retinex. Also some post processing effects like blooming and vignetting can be turned on and off. With the use of shaders and simplifications of algorithms with mipmaps you can get this to work nicely in real-time!

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