Tag Archives: rendering

Gamma Correction

I’ve coded today a small gamma correction filter in Smode. I’ll talk about gamma correction a little bit more very soon with a Demoniak3D demo. Here is the result on a simple scene: a teapot lit with a Phong shader.

The following image shows the rendering of the scene done in the usual manner, I mean without gamma correction:

and now the same scene gamma-corrected (factor 2.2):