Compute average luminance of current display.
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- *blah-blah-blah maniac*
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Re: Compute average luminance of current display.
Don't think that you will notice performance drop on such math at all, because cycles with them required to see difference or very long code. But always pay attention to low performance math which is log, pow, normalize, /, sqrt, exp, dot and of course texture reading.
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- *blah-blah-blah maniac*
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Re: Compute average luminance of current display.
uhh, sorry to bump this,
but can any confirmed ENB adaptation is log-avg? or is it already scaled with middle gray for postprocess??
but can any confirmed ENB adaptation is log-avg? or is it already scaled with middle gray for postprocess??
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Re: Compute average luminance of current display.
I've never said about log or middle gray. If you don't understand, the only thing left is math of pixel shader:
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float3 average;
float3 maximum;
float3 current=tex2D(sampler, uv);
for (i=0; i<pixelcount; i++)
{
float3 temp=tex2D(sampler, offset[i] + uv);
average+=temp;
maximum=max(current, temp);
pixelcount++;
}
average/=pixelcount;
result=lerp(average, maximum, AdaptationSensitivity);
result=max(result, AdaptationMin);
result=min(result, AdaptationMax);
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Re: Compute average luminance of current display.
Cool, thanks for the quick reply.
good to know this kinds of stuff.
good to know this kinds of stuff.
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- *master*
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Re: Compute average luminance of current display.
Two different people.Phinix wrote:Thanks for the help guys!
Helios Double Six (number 6?)
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