High Dynamic Range Material Oriented Real-time Rendering Algorithm
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This paper discusses the problem of rendering scenes including high dynamic range material objects.In the approach,a GPU-based per-pixel lighting algorithm extending the traditional material model is used in scene rendering as well as outputting a high dynamic range image.A physically-based glare effect simulation algorithm is used in the post-process state.And a tone-mapping algorithm is used to convert the high dynamic range image to low dynamic range and output the image to screen.