forge-hdr-tone-mapping

Apply HDR tone mapping to SDL GPU scenes with Reinhard or ACES operators.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-hdr-tone-mapping-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-hdr-tone-mapping
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-hdr-tone-mapping
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-hdr-tone-mapping-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

HDR tone mapping adds a two-pass rendering pipeline to convert high dynamic range content into display-referred images, preserving detail in bright areas and enabling filmic tonemapping.

Core Features & Use Cases

  • Two-pass rendering: Scene → HDR target, then tone map to the swapchain.
  • Supports Reinhard and ACES filmic operators with adjustable exposure.
  • Fullscreen blit pass and integration with SDL_GPU.

Quick Start

Create a floating-point HDR render target, implement the tone-mapping pass, and render the final image to the swapchain.

Frequently Asked Questions about forge-hdr-tone-mapping

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I apply HDR tone mapping to an SDL GPU scene?

HDR tone mapping in SDL GPU requires a two-pass pipeline: render your scene to a floating-point HDR target like R16G16B16A16_FLOAT, then apply a tone-map shader to the swapchain. This preserves bright detail and outputs a display-referred image.

What is the difference between Reinhard and ACES filmic tone mapping?

Reinhard and ACES are both filmic tone-mapping operators supported for HDR processing. ACES generally provides a more cinematic curve with better color rolloff in highlights, while Reinhard offers simpler global tonemapping with adjustable exposure control.

Do I need a floating-point render target for HDR tone mapping?

Yes, a floating-point HDR render target such as R16G16B16A16_FLOAT is required. You render the scene to this HDR target first, then tone-map it to the swapchain to preserve detail in bright areas before display.

Why does my SDL GPU scene lose detail in bright areas?

Bright detail loss happens when rendering directly to a low dynamic range swapchain. Implementing a two-pass HDR tone mapping pipeline with an intermediate floating-point target and exposure control preserves highlights before converting to the final display image.

Can I adjust exposure control when using ACES tone mapping?

Yes, exposure control is adjustable when applying either Reinhard or ACES filmic tone-map shaders. This allows you to tune the HDR to display-referred conversion process during the tone-mapping pass to the swapchain.