High-dynamic-range rendering: Difference between revisions

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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