High-dynamic-range rendering: Difference between revisions

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m Undid revision 1006821609 by 2600:6C65:747F:D528:1D3F:72FB:2FAD:BD28 (talk) LCD displays fits previous grammar usage better, and it still works. LCDs sounds informal
m Adding local short description: "Rendering of computer graphics scenes by using lighting calculations done in high-dynamic-range", overriding Wikidata description "rendering of computer graphics scenes by using lighting calculations done in high dynamic range" (Shortdesc helper)
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{{Short description|Rendering of computer graphics scenes by using lighting calculations done in high-dynamic-range}}
[[File:Lost Coast HDR comparison.png|thumb|300px|right|A comparison of the standard fixed-aperture rendering (left) with the HDR rendering (right) in the video game ''[[Half-Life 2: Lost Coast]]'']]
'''High-dynamic-range rendering''' ('''HDRR''' or '''HDR rendering'''), also known as '''high-dynamic-range lighting''', is the [[Rendering (computer graphics)|rendering]] of [[computer graphics]] scenes by using [[computer graphics lighting|lighting]] calculations done in [[high dynamic range]] (HDR). This allows preservation of details that may be lost due to limiting [[contrast ratio]]s. [[Video game]]s and [[Computer animation|computer-generated movies and special effects]] benefit from this as it creates more realistic scenes than with the more simplistic lighting models used.