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dc.contributor.authorGoodnight, Nolanen_US
dc.contributor.authorWang, Ruien_US
dc.contributor.authorWoolley, Cliffen_US
dc.contributor.authorHumphreys, Gregen_US
dc.contributor.editorPhilip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Oren_US
dc.date.accessioned2014-01-27T14:22:42Z
dc.date.available2014-01-27T14:22:42Z
dc.date.issued2003en_US
dc.identifier.isbn3-905673-03-7en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR03/026-037en_US
dc.description.abstractModern graphics architectures have replaced stages of the graphics pipeline with fully programmable modules. Therefore, it is now possible to perform fairly general computation on each vertex or fragment in a scene. In addition, the nature of the graphics pipeline makes substantial computational power available if the programs have a suitable structure. In this paper, we show that it is possible to cleanly map a state-of-the-art tone mapping algorithm to the pixel processor. This allows an interactive application to achieve higher levels of realism by rendering with physically based, unclamped lighting values and high dynamic range texture maps. We also show that the tone mapping operator can easily be extended to include a time-dependent model, which is crucial for interactive behavior. Finally, we describe the ways in which the graphics hardware limits our ability to compress dynamic range efficiently, and discuss modifications to the algorithm that could alleviate these problems.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Time-Dependent Tone Mapping Using Programmable Graphics Hardwareen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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