High dynamic range effects
here you can find my article about it (currently working on an english version of it).
this project has the following features and post-processing effects implemented:
- High Dynamic Range environment maps
- Global tone mapping (see the article for more details) using parallel reduction to compute the average luminance at each frame
- Cubic lens distortion
- Lens flare approximation
- Bloom effect
- fresnel shader material
- real-time rendering with opengl 3.2 and glsl 1.5
You can browse source code on my github.
The project has been tested on linux and Mac Osx.
cubic lens distortion shader with chromatic aberration:
this is the shader I wrote for the procedurally generated texture used for sampling the lens flare starburst, it's a kind of radial noise: