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Currently, frame luminance is calculated using downsampling with bilinear filtration, that basically calculates average frame luminance. Average luminance works quite bad in HDR, because a single bright pixel could easily ruin the luminance values. It could be done either on CPU or using a compute shader (this must be gated by checking if compute shaders are actually available).
The text was updated successfully, but these errors were encountered:
I want to try and take this issue, but I have no idea where frame luminance is calculated in the engine. If you could let me know, I'd be happy to start and try to fix this.
It is in HighDynamicRangeRenderer::calculate_avg_frame_luminance and I already did some basic version of histogram-based luminance calculation, but it requires tweaking and probably contains bugs in its implementation.
Currently, frame luminance is calculated using downsampling with bilinear filtration, that basically calculates average frame luminance. Average luminance works quite bad in HDR, because a single bright pixel could easily ruin the luminance values. It could be done either on CPU or using a compute shader (this must be gated by checking if compute shaders are actually available).
The text was updated successfully, but these errors were encountered: