High-dynamic-range rendering: Difference between revisions

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Jmmolenick (talk | contribs)
Limitations and compensations: I think someone added "[Otherwise to what]" hoping it would show as an inline Wiki-tag. I switched it to an actual inline tag (I think "Non sequitur" works...). Also, improved sentence wording a bit.
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Flare is the diffraction of light in the human lens, resulting in "rays" of light emanating from small light sources, and can also result in some chromatic effects. It is most visible on point light sources because of their small visual angle.<ref name="spencer1"/>
 
Otherwise[,{{Non sequitur|date=September 2021|reason=Otherwise to what?],}} HDR rendering systems have to map the full dynamic range toof what the eye would see in the rendered situation onto the capabilities of the device. This [[tone mapping]] is done relative to what the virtual scene camera sees, combined with several [[full screen effect]]s, e.g. to simulate dust in the air which is lit by direct sunlight in a dark cavern, or the scattering in the eye.
 
[[Tone mapping]] and [[Bloom (shader effect)|blooming shaders]] can be used together to help simulate these effects.