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HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series

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Video / channel Intermediate

OGLDEV

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Description

HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series is a free YouTube tutorial by OGLDEV that implements high dynamic range rendering and tone mapping in an intermediate OpenGL pipeline.

It explains why LDR clamping washes out bright multi-light scenes, rendering into floating-point framebuffers, Reinhard operators versus global methods using log-average luminance and exposure, Rec. 709 luminance weights, and why a CPU framebuffer read tanks frame rate. It then shows a compute-shader tiled reduction into an SSBO and a tone-mapping fragment pass with optional gamma correction.

It is for intermediate OpenGL programmers who already write lighting into a framebuffer. Compute shaders and basic post-process quads are expected prerequisites.

Access is a single free YouTube video with narration and GLSL snippets in OGLDEV's Intermediate OpenGL Series.

It is useful when you need a concrete GPU path from HDR accumulation through luminance reduction to a displayable tone-mapped image.