Book Image

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4 (2)
Book Image

3D Graphics Rendering Cookbook

4 (2)
By: Sergey Kosarevsky, Viktor Latypov

Overview of this book

OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Table of Contents (12 chapters)

Implementing HDR light adaptation

In the previous recipe, Implementing HDR rendering and tone mapping, we learned how to do the basic stages of an HDR pipeline. Let's extend this and add a realistic light-adaptation process to simulate how the human-vision system adapts to bright light.

Getting ready

Make sure you go through the previous recipe, Implementing HDR rendering and tone mapping, before taking on this one.

The source code for this demo is located at Chapter8/GL04_HDR_Adaptation.

How to do it...

In order to add a light-adaptation step to our previous HDR tone-mapping demo, let's introduce a few additions to the C++ code:

  1. First, we need a new parameter to control the light-adaptation speed:
    struct HDRParams {
      float exposure_ = 0.9f;
      float maxWhite_ = 1.17f;
      float bloomStrength_ = 1.1f;
      float adaptationSpeed_ = 0.1f;
    } g_HDRParams;
    static_assert(  sizeof(HDRParams) <= sizeof(PerFrameData...