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Orrery
A GPU-accelerated N-body gravitational simulator
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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. | |
The two numbers that decide how bright the picture is.
| 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.
| 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.