I E

Sunstone dev log 25: automatic exposure

I used compute shaders to calculate an average scene luminance, and fed that to my exposure calculation. Check it out:

It’s very… grey…

I think the automatic exposure is doing a good job at taking the average luminance to around that of middle grey at the expense of the subject.

I’m not sure how to fix this in general. I tried some weighted averages, where samples from the image center count more than samples at the edges. But a weighting that worked well for one scene (e.g. the helmet) didn’t work for another (e.g. bistro). Maybe a histogram-based approach would be better?

What I built

What I learned

Next steps

References

← MinAtar Newest