OpenGL - gamma correction, HDR tone mapping, bloom
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- čas přidán 12. 08. 2019
- • OpenGL
Code samples derived from work by Joey de Vries, @joeydevries, author of learnopengl.com/
All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.
really good series, crazy to think no one has done anything quite as good in the small forever that the internet and opengl have coexisted.
Another really informative video. Thanks Brian.
this is incredibly useful please keep this up im suprised you dont have more views.
Thanks i've made with your lessons! Would be amaizing if you made adaptive tone mapping!
perfect
Wow i had no idea gamma was doing that.
I needed to know this enabling 3:42
wished you would cover tricks for the gles version.
The video is good and usefull, except for the bloom part. Although technically speaking the theory of how to make a bloom is correct, the presented effect does not look like a bloom at all. The bluring is way too small and also if an object emits a lot of blue light, so much that it produces a bloom, it cannot have such a clear 0,0,1 blue color, it should be rather white and only the glow around it should be bluish. And why are you rendering to two render targets, everything to one and only the bright parts to the secod one, if the bright parts already are in the first one? Just render to one target and make the filtering during the first step of the blur process.
Thank you sir for the info. The point of blue light appearing white, is that something related to hdr?
@@adheesh2secondsago630 Did you find the answer?