Tag Archives: tonemapping

Exposure Fusion – local tonemapping for real-time rendering

In this post I want to close the loop and come back to the topic I described ~6y ago! Local tonemapping (I’ll refer to it as LTM) – a component I considered a missing piece in video games rendering, especially … Continue reading

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Image dynamic range

Intro This post is a second part of my mini-series about dynamic range in games. In this part I would like to talk a bit about dynamic range, contrast/gamma and viewing conditions. You can find the other post in the series here and … Continue reading

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Localized tonemapping – is global exposure and global tonemapping operator enough for video games?

In this blog post, I wanted to address something that I was thinking about for many years – since starting working on rendering in video games and with HDR workflows and having experience with various photographic techniques. For the title … Continue reading

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Designing a next-generation post-effects pipeline

Hey, it’s been a while since my last post. Today I will focus on topic of post-effects. Specifically, I wanted to talk about next-gen post process pipeline and redesign I worked on while being a part of Far Cry 4 rendering team. … Continue reading

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