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In 1990, Nakame, ''et al.'', presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations.<ref name="nakamae1">{{cite book
| author = Eihachiro Nakamae▼
|s2cid=11880939 | title= A lighting model aiming at drive simulators▼
| year=1990▼
| doi = 10.1145/97879.97922
|
| title = Proceedings of the 17th annual conference on Computer graphics and interactive techniques
| last1 = Nakamae
| last2 = Kaneda
| first2 = Kazufumi
| last3 = Okamoto
| first3 = Takashi
| last4 = Nishita
| first4 = Tomoyuki
| pages = 395–404
}}</ref>▼
In 1995, Greg Spencer presented ''Physically-based glare effects for digital images'' at [[SIGGRAPH]], providing a quantitative model for flare and blooming in the human eye.<ref name="spencer1">{{cite book
|author2 = Peter Shirley▼
|author3 = Kurt Zimmerman▼
|author4 = Donald P. Greenberg▼
▲ |s2cid = 17643910
|title = Physically-based glare effects for digital images▼
|year = 1995▼
|doi = 10.1145/218380.218466
|page = [https://archive.org/details/computergraphics00sigg/page/325 325]
|isbn = 978-0897917018
|citeseerx = 10.1.1.41.1625
|title = Proceedings of the 22nd annual conference on Computer graphics and interactive techniques - SIGGRAPH '95
▲}}</ref>
|last1 = Spencer
|first1 = Greg
|first2 = Peter
|first3 = Kurt
|first4 = Donald P.
|s2cid = 17643910
}}</ref>
In 1997, [[Paul Debevec]] presented ''Recovering high dynamic range radiance maps from photographs''<ref>{{cite journal
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| author-link=Paul E. Debevec
| title= Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography
| journal=
| year=1998
| url = http://www.debevec.org/Research/IBL/ }}</ref> These two papers laid the framework for creating HDR ''light probes'' of a ___location, and then using this probe to light a rendered scene.
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