Skip to main content
GameDev.net gamedev.net
🔒 Locked

HDRR Tone Mapping Operator

Started by Tom Backton Feb 8, 2010 at 10:24 AM 1 replies 850+ views
Original Post
Tom Backton
Tom Backton
Do I have to use a TMO even if floating point FBO, textures and framebuffer are supported?
InvalidPointer
InvalidPointer
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.
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.
Yann L
Yann L
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.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.