This paper examines the process of tone mapping and blooming, and then discusses its real-time implementation on current graphics hardware (GPU). The main contribution of this paper is a fast Gaussian filtering algorithm that significantly reduces the number of texture fetches and thus runs at interactive frame rates on the GPU. The reduction of the number of texture fetches is made possible by the rewriting of the filtering integral according to the concept of importance sampling. The proposed method can be used not only in tone mapping but also in other screen space camera effects as well, like bloom, glow or depth of field
Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the limited dy...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Abstract: Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the ...
This paper examines the process of tone mapping and blooming, and then discusses its real-time imple...
We propose an analysis of numerical integration based on sampling theory, whereby the integration er...
We propose an analysis of numerical integration based on sampling theory, whereby the integration er...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Figure 1: (a) The Selective Tone Mapper (STM) Framework. Full resolution output of the Belgium image...
The rising demand for high quality display has ensued active research in high dynamic range (HDR) im...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...
The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up...
This brief analyzes the performance of the hardware-based tone mapping operators for compression of ...
To solve the problem of low efficiency and poor effect of the current tone mapping methods for the h...
Texture filtering is a critical part in many rendering and post-processing methods. If we do it naiv...
The sense of being within a three-dimensional space and interacting with virtual three-dimensional (...
Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the limited dy...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Abstract: Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the ...
This paper examines the process of tone mapping and blooming, and then discusses its real-time imple...
We propose an analysis of numerical integration based on sampling theory, whereby the integration er...
We propose an analysis of numerical integration based on sampling theory, whereby the integration er...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Figure 1: (a) The Selective Tone Mapper (STM) Framework. Full resolution output of the Belgium image...
The rising demand for high quality display has ensued active research in high dynamic range (HDR) im...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...
The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up...
This brief analyzes the performance of the hardware-based tone mapping operators for compression of ...
To solve the problem of low efficiency and poor effect of the current tone mapping methods for the h...
Texture filtering is a critical part in many rendering and post-processing methods. If we do it naiv...
The sense of being within a three-dimensional space and interacting with virtual three-dimensional (...
Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the limited dy...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Abstract: Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the ...