High-dynamic-range rendering: Difference between revisions

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Game engines that support HDR rendering: mark Godot as citation needed
 
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==History==
 
The use of [[high-dynamic-range imaging]] (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source [[Radiance (software)|Radiance]] rendering and ''lighting simulation'' software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and capture methods. Not until recently{{When|date=January 2025|reason=“Recently” is ambiguous, especially when referring to a 40-year-old technology. Also, it wasn’t all that recent: if a Half-Life 2 expansion could use HDR in 2005 or so, that’s halfway between the invention of the technology and the current year. That is by no means recent in the history of HDR.}} has the technology to put HDRI into practical use been developed.<ref name=reinhard1>{{cite book
| last = Reinhard
| first = Erik
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|access-date=18 August 2009}}</ref>
 
In 1990, Eihachiro Nakame, ''etand al.'',associates presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations.<ref name="nakamae1">{{cite book
| doi = 10.1145/97879.97922
| isbn = 978-0201509335
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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]{{Dead link|date=August 2024 |bot=InternetArchiveBot |fix-attempted=yes }}
*[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]