Average luminance calculation using a compute shader

A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it’s used to implement Reinhard’s method of image calibration, which is to map the geometric mean of luminance (log average) to some “key value”. This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human […]

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I am officially a published author

I recently collaborated with fellow DX MVP’s Jason Zink and Jack Hoxley to write a D3D11-focused book entitled Practical Rendering and Computation with Direct3D 11, which just came up for sale on Amazon today. I wrote the HLSL and Deferred Rendering chapters in particular. All of the code samples are up on the Hieroglyph 3 […]