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Night tonemapping and Geometric mean of luminance

newpolaris 2018. 5. 17. 12:25

https://web.archive.org/web/20110730053717/http://wiki.gamedev.net/index.php/D3DBook:High-Dynamic_Range_Rendering

https://books.google.co.kr/books?id=nC3OBQAAQBAJ&pg=PA619&lpg=PA619&dq=scotopic+1.68+1.33&source=bl&ots=EYDD5Zt82m&sig=hLCTRtr3iLnMr9htYd7LbJ-qOXk&hl=ko&sa=X&ved=0ahUKEwjK3vLM5IvbAhUDqJQKHYm7DfkQ6AEIJjAA#v=onepage&q=scotopic%201.68%201.33&f=false

https://www.cs.utah.edu/~shirley/papers/nighttone.pdf

https://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/

Geometric mean of luminance: this is pretty much the exact approach outlined in Reinhard’s paper, where the geometric mean (log average) of scene luminance is calculated and used to scale the luminance of each pixel. With this approach a “key value” is user-controlled, and is meant to be chosen based on whether the scene is “high-key” (bright, low contrast) or “low-key” (dark, high contrast).

Tomemap - SBS, SOS

https://placeholderart.wordpress.com/2014/11/21/implementing-a-physically-based-camera-manual-exposure/