Orrery
A GPU-accelerated N-body gravitational simulator
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orrery::viz::ToneMapping Struct Reference

The two numbers that decide how bright the picture is. More...

#include <orrery/viz/tone_map.hpp>

Public Attributes

float exposure = 1
 What the accumulated radiance is multiplied by before the curve.
float white_point = 4
 The exposed radiance that maps exactly to white.

Detailed Description

The two numbers that decide how bright the picture is.

Member Data Documentation

◆ exposure

float orrery::viz::ToneMapping::exposure = 1

What the accumulated radiance is multiplied by before the curve.

This is the exposure control, and it is the setting a viewer actually reaches for. A run at ten thousand particles and one at a million deposit very different amounts of light per pixel for the same physical brightness, so there is no default that suits both and the viewer offers a key for it.

◆ white_point

float orrery::viz::ToneMapping::white_point = 4

The exposed radiance that maps exactly to white.

Above four the curve is nearly a plain Reinhard and the image never quite saturates; below about two it clips early and the bulge becomes a flat white disc again. Four is what the demonstration uses.


The documentation for this struct was generated from the following file: