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Although many manufacturers claim very high numbers, [[plasma displays]], [[liquid-crystal display]]s, and [[CRT display]]s can deliver only a fraction of the contrast ratio found in the real world, and these are usually measured under ideal conditions.{{Citation needed|date=February 2015}} The simultaneous contrast of real content under normal viewing conditions is significantly lower.
Some increase in dynamic range in [[LCD monitors]] can be achieved by automatically reducing the backlight for dark scenes. For example, LG calls this technology "Digital Fine Contrast";<ref>[http://www.lge.com/about/press_release/detail/PRO%7CNEWS%5EPRE%7CMENU_20075_PRE%7CMENU.jhtml Digital Fine Contrast]</ref> Samsung describes it as "dynamic contrast ratio". Another technique is to have an array of brighter and darker LED backlights, for example with systems developed by BrightSide Technologies.<ref>[http://www.dolby.com/promo/hdr/technology.html BrightSide Technologies is now part of Dolby -] {{webarchive|url=https://web.archive.org/web/20070910145331/http://www.dolby.com/promo/hdr/technology.html |date=2007-09-10 }}</ref>
[[OLED]] displays have better dynamic range capabilities than LCDs, similar to plasma but with lower power consumption. [[Rec. 709]] defines the color space for [[HDTV]], and [[Rec. 2020]] defines a larger but still incomplete color space for [[ultra-high-definition television]].
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===Development of HDRR through DirectX===
Complex shader effects began their days with the release of [[Shader|Shader Model 1.0]] with [[DirectX]] 8. Shader Model 1.0 illuminated 3D worlds with what is called standard lighting. Standard lighting, however, had two problems:
#Lighting precision was confined to 8 bit integers, which limited the contrast ratio to 256:1. Using the [[HSV color space|HVS color model]], the value (V), or brightness of a color has a range of 0 – 255. This means the brightest white (a value of 255) is only 255 levels brighter than the darkest shade above pure black (i.e.: value of 0).
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*[[Dunia Engine]]
*[[Gamebryo]]
*[[Godot (game engine)]]{{cn|date=May 2025}}
*[[Decima (game engine)|Decima]]<ref>{{Cite news|last=Pereira|first=Chris|date=December 3, 2016|title=Kojima Partnering With Killzone, Horizon Dev Guerrilla for Death Stranding|work=[[GameSpot]]|publisher=[[CBS Interactive]]|url=https://www.gamespot.com/articles/kojima-partnering-with-killzone-horizon-dev-guerri/1100-6445954/|url-status=live|access-date=December 3, 2016|archive-url=https://web.archive.org/web/20191204214057/https://www.gamespot.com/articles/kojima-partnering-with-killzone-horizon-dev-guerri/1100-6445954/|archive-date=December 4, 2019}}</ref>
*[[Unity (game engine)|Unity]]
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*[https://web.archive.org/web/20110711112223/http://transporter-game.googlecode.com/files/HDRRenderingInOpenGL.pdf High Dynamic Range Rendering in OpenGL] ([[PDF]])
*[http://www.microsoft.com/whdc/winhec/partners/shadermodel30_NVIDIA.mspx Microsoft's technical brief on SM3.0 in comparison with SM2.0]
*[https://web.archive.org/web/20060113032428/http://www.tomshardware.com/2006/01/13/new_3d_graphics_card_features_in_2006/ Tom's Hardware: New Graphics Card Features of 2006]
*[https://web.archive.org/web/20060421205054/http://users.erols.com/chare/video.htm List of GPU's compiled by Chris Hare]
*[http://www.techpowerup.com/gpudb/ techPowerUp! GPU Database]
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