HDR Rendering with Compute Shader
Features / Description
This sample demonstrates optimized compute shaders for displaying HDR images. For performance comparison, a pixel shader implementation is also available and demonstrated in the video. High Dynamic Range (HDR) Rendering is ubiquitous in games for consoles and PC and allows for dramatic, high-contrast images. Tone mapping is the process of converting the HDR image for display on a Low Dynamic Range (LDR) device while attempting to preserve details in the HDR image. The most common technique is described in “Photographic Tone Reproduction for Digital Images” (Reinhard et al. Siggraph 2002).
- CPU: (Intel® microarchictecture 3rd Gen Integrated Graphics or better suggested)
- GFX: uses Microsoft DirectX* 11 graphics API on Microsoft DirectX* 10 (or better) hardware
- OS: Microsoft Vista* or later
- MEM: 2 GB of RAM or better
- Microsoft DirectX* SDK (June 2010 release or later)
- Microsoft Visual Studio* 2008 or later or Intel® C++ Compiler version 11
- Microsoft* C Run-Time Libraries (CRT) 2008/2010
This software is subject to the U.S. Export Administration Regulations and other U.S. law, and may not be exported or re-exported to certain countries (Burma, Cuba, Iran, Libya, North Korea, Sudan, and Syria) or to persons or entities prohibited from receiving U.S. exports (including Denied Parties, Specially Designated Nationals, and entities on the Bureau of Export Administration Entity List or involved with missile technology or nuclear, chemical or biological weapons).