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Re: AW: [Openexr-devel] Missing include - and other questions...


From: mbmann
Subject: Re: AW: [Openexr-devel] Missing include - and other questions...
Date: Mon, 26 Jan 2004 23:37:35 +0100 (CET)
User-agent: SquirrelMail/1.4.1

Hi,


> If you have a programmable GPU available with support for 16-bit FP
> pixels, you can do a neat trick with a Cg shader and a 16-bit lookup
> table.  Assuming you can bake your tonemap into the table and you have the
> right hardware, this is pretty fast.


okay - I'll give that a try asap.



> I've attached the Cg shader that does this.


Hey, thanks a lot for that! Fortunately I have both the appropriate GPU
(FX 5700U) for FP-stuff and will use Cg anyway in my work...8-D



Matthias


>
>
> -dwh-
>
>
>
> On Mon, 26 Jan 2004, Matthias Biedermann wrote:
>
>> Hi folks,
>>
>>
>> thanks for your quick answers!
>>
>> Well, I've already investigated into that tone-mapping stuff and have
>> found Reinhard's technique implemented in your toolset "exrtools",
>> Billy.
>> However, the tonemapping needed for my work (which will finish in the
>> midst of June...) is just for displaying the HDR as textures, so
>> "business as usual". The "problem" is that tonemapping is not the main
>> focus of my thesis and thus doesn't have to be very sophisticated but
>> rapid. As I'm dynamically rendering HDR-cubemaps in moving/interactive
>> scenes lit by a static (but rotateable/exchangeable) HDR-lightprobe
>> there is not much time to use clever multipass operators and such - the
>> GPU will have enough fun with the spherical harmonics anyway...;->
>>
>> So if you can recommend or tell about experiences with some fast global
>> tonemapping operators like some sort of log-mapping
>> (Weber-Fechner's-law, global step of Reinhard's) or (N)URQV, I'd be
>> happy about any information!
>>
>>
>> Bye,
>> Matthias
>>
>>
>>
>>
>





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