Tone mapping for video gaming applications
Due to the increasing interest in physical-based rendering in High Dynamic Range (HDR) in game development and the lack of commercial HDR displays, tone mapping the HDR game content to match the capabilities of Standard Dynamic Range (SDR) displays is currently a topic of high importance. In this paper, we propose a global Tone-Mapping Operator (TMO) for video gaming applications which takes advantage of the unique characteristics of the rendered HDR content to reproduce a tone-mapped scene that best matches the appearance of the original HDR scene in terms of preserved global contrast and texture details. This results in a more appealing game and increases players' quality of experience.