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Session Name:

Uncharted 2: HDR Lighting


This session talks about HDR Lighting in Uncharted 2. The main focus will be Gamma/Linear-Space Lighting, Filmic Tonemapping, and Screen-Space Ambient Occlusion. Throughout the session, we will talk about all the little details that no one tells you, like why our SSAO only affects ambient light, how our highlights avoid clamping, and if specular maps should be stored in linear or gamma space.

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  • GDC 2010
  • John Hable
  • Naughty Dog
  • free content
  • Visual Arts
  • Visual Arts