As well as the work carried out in the shader pipeline, and on the tone shaders demonstrated here, LDL have also devoted a considerable effort to developing post-processing shaders, which examine a radiance image of a scene, and return information which is used by the tone shaders.

This work is still ongoing. The images here should be taken as examples of work in progress.

The test involves two spotlights illuminating a receiver. One spotlight is kept at a constant intensity and the second is varied from same intensity as the first spotlight down to a very low intensity. The two spotlights are rendered together and thus are toned with the same shader and settings.

In the figure, below, the bottom spotlight's intensity is kept constant, the top spotlight's intensity varied with respect to the bottom, from left to right are 1:1, 1:5, 1:10, 1:50, 1:100.



Results from the constant scale tone shader.


Results from the polynomial approximation tone shader.

Test 2 is a test of bright and dark area in the same image. The model is a standard cornell box with a single very bright area light source. The image is rendered in radiosity with 500 secondary iterations. The resultant image is then toned with constant scale and polynomial approximation tone shaders.


The sequence (L to R) is "no tone" ; constant scale ; polynomial approximation.

Test 3 is another radiosity test model, this time in a L-shaped room. One corner of the room is lit by two area up lighters. There are 3 sequences of images for this test; each from a different viewpoint. In each sequence, the tone mapping used (L to R) is "no tone" ; constant scale ; polynomial approximation.


Looking from the lit corner of the room to the dark corner.


Plan view of the room. The top left corner is the background.


Side orthographic view of a lit wall and a dark wall.

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