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The Technology Behind the Elemental Demo - Unreal Engine

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Eye Adaptation<br />

Advances in Real-Time Rendering in<br />

3D Graphics and Games Course<br />

� Compute average brightness from Histogram (blue line)<br />

� Consider only bright areas (e.g. >90%)<br />

� Reject few very bright areas (very bright emissive, e.g. >98%)<br />

� Compute single multiplier for whole view port<br />

� Smoothly blend with last frame average (white bar)<br />

� Bound in user specified region (green)<br />

� Apply in tone mapper (white curve)<br />

� Read result in tone mapping VS<br />

� Pass to PS as interpolator

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