As the title would suggest I have now added luminance adaptation to the process. It isn’t perfect yet (it’s a bit choppy which has to do with the time-steps, I’ll see what I can do about that) but it looks quite cool. In fact I think that I will add that public build that I mentioned earlier since this effect can’t really be seen on a still image.
Trying out different light intensities have also lead me to seriously consider adding a larger bloom related effect other than the glare as well as trying to further scale the glare itself since it becomes very compact, so to speak, at high intensities.
Two weeks since the presentation and no update. The presentation went well though.
Anyway, since then I have been working on various things:
- Generalized the program to be able to run at any resolution (interestingly without much change to the framerate, though memory usage obviously increases).
- Tuned, and more importantly generalized the shaders.
- Added a skybox.
- Added a debug/tuning interface.

The flickering bloom wasn’t so easy to fix but I found that it is a lot less visible and looks a lot better as well when the bloom is less visible. Thus I added a bloom exposure variable to the tone mapper. Furthermore, the skybox made the image a lot closer to the intended effect. I might add a public build somewhere since that speaks more than a screenshot.
In any case, I was searching for a finished scene to use but it turns out that Irrlicht can only load its own scene format so I decided to try and make a simple scene from finished materials in that format instead. More on that next time.
Finished the presentation and uploaded it. Also made a demo video in case they us a Mac for the presentation again in which case I naturally won’t be able to demonstrate the demo hands on (or otherwise in case the thing simply doesn’t work, obviously).
Oh, yeah. Should list the files here I suppose.
Prototype demo
Implementation notes
Updated project plan (not much changed)
Updated timeplan
The delivery for milestone 2 (minus the presentation which will be written in the coming days) is now available in the milestone 2 folder. I wish to stress that the demo application hasn’t been tested on any other computer than my own and may therefore lack needed files that I’ve forgotten, so please drop me a line if it doesn’t work. Also, HDR (or specifically the floating point textures, I belive) requires Shader Model 2.0 so old graphics cards won’t be able to run the app, so keep that in mind.
Note on the changes to the time-plan:
As previously stated I shortened the time for planning the final demo but I’ve also clarified the plan by adding an ‘Implement functionality’ task. This because of knowledge gained during the prototyping and the fact that more tasks have been added to implement (more information in the implementation notes). (I’m not sure if I should have specifically notified someone about this but if so then I expect I’ll hear about it soon)