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author | Niklas Haas <git@nand.wakku.to> | 2016-05-30 12:48:01 +0200 |
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committer | wm4 <wm4@nowhere> | 2016-05-30 16:58:25 +0200 |
commit | 15bb05d2fe7394478144d323a41023722d1a9d38 (patch) | |
tree | 0d5f2e57a53cb3856ae0ede262b45124db8ce326 /DOCS | |
parent | 48015009b7f8073de1a81cf9624c104f071496bc (diff) |
vo_opengl: add hable tone-mapping algorithm
Developed by John Hable for use in Uncharted 2. Also used by Frictional
Games in SOMA. Originally inspired by a filmic tone mapping algorithm
created by Kodak.
From http://frictionalgames.blogspot.de/2012/09/tech-feature-hdr-lightning.html
Diffstat (limited to 'DOCS')
-rw-r--r-- | DOCS/man/vo.rst | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/DOCS/man/vo.rst b/DOCS/man/vo.rst index 1f1e40ec00..717c4738a9 100644 --- a/DOCS/man/vo.rst +++ b/DOCS/man/vo.rst @@ -1074,6 +1074,9 @@ Available video output drivers are: reinhard Reinhard tone mapping algorithm. Very simple continuous curve. Preserves dynamic range and peak but uses nonlinear contrast. + hable + Similar to ``reinhard`` but preserves dark contrast better (slightly + sigmoidal). Developed by John Hable for use in video games. gamma Fits a logarithmic transfer between the tone curves. linear |