Talk:High-dynamic-range rendering: Difference between revisions

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:I agree, this article seriously needs to be rewritten. [[User:Qutezuce|Qutezuce]] 20:11, 31 January 2006 (UTC)
 
:I don't see the need to rename the article; the use of "rendering" in the title should be sufficient in describing that HDRR doesn't involve photography or other non-electronic image processing. May I also add that HDRR should cover any form of [[computer graphics]] application besides those from computer and video games, and little is covered about it here at the moment. In addition, I see way too many game screenshots; some of them have to go. ╫ '''[[User:ZS|25]] <sup><font color="Green">[[User talk:ZS|◀RingADing▶]]</fontsup style="color:green;">◀RingADing▶</sup>]]''' 17:29, 2 February 2006 (UTC) ╫
 
Apparently HDRR as people mention reffers to the real-time rendering of 3D scenes in a High Dynamic Range. As far as anything else goes for real time renders, games are the only viable application. Gaming engines provide the best way to show off something that's done in real time, because settings on games can be turned on or off on the fly, making it easy to grab comparison screen shots. Even if say Pixar made Finding Nemo or The Incredibles in HDRR, you probably couldn't obtain a LDR version for comparison.