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But to properly test your tone mapping, you need a well balanced lighting for your test scene, that means no hyper dark patches in the middle of a hyper bright scene, as is usually the case when you implement directional lighting by the Sun and... no ambient !
 
But to properly test your tone mapping, you need a well balanced lighting for your test scene, that means no hyper dark patches in the middle of a hyper bright scene, as is usually the case when you implement directional lighting by the Sun and... no ambient !
  
[[File:SHEnvMapNoAmbient.png]]
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[[Image:SHEnvMapNoAmbient.png|thumb|right|Your typical ugly scene with no ambient]]
Your typical ugly scene with no ambient.
 
 
 
[[Image:SHEnvMapNoAmbient.png|thumb|right|alt=Page reads "Amour"|Title page from the first edition of ''Letters'' (1796)]]
 

Revision as of 22:42, 3 January 2011

Using Nuaj and Cirrus to create test projects is alright, but came a time where I needed to start what I was put on this Earth to do : deferred HDR rendering. So naturally I started writing a deferred rendering pipeline which is quite advanced already. At some point, I needed a sky model so, naturally again, I turned to HDR rendering to visualize the result.

When you start talking HDR, you immediately imply tone mapping. I implemented a version of the "filmic curve" tone mapping discussed by John Hable from Naughty Dog (a more extensive and really interesting talk can be found here [1]) (warning, it's about 50Mb !).

But to properly test your tone mapping, you need a well balanced lighting for your test scene, that means no hyper dark patches in the middle of a hyper bright scene, as is usually the case when you implement directional lighting by the Sun and... no ambient !

Your typical ugly scene with no ambient