Content deleted Content added
m redirect bypass from High-level shader language to High-Level Shader Language using popups |
m →History: +wikilink image-based lighting |
||
Line 61:
| 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.
HDRI and HDRL (high-dynamic-range [[image-based lighting]]) have, ever since, been used in many situations in 3D scenes in which inserting a 3D object into a real environment requires the light probe data to provide realistic lighting solutions.
In gaming applications, ''[[Riven|Riven: The Sequel to Myst]]'' in 1997 used an HDRI postprocessing shader directly based on Spencer's paper.<ref name="computergraphicsworld">{{cite journal|author=Forcade, Tim|date=February 1998|title=Unraveling Riven|journal=Computer Graphics World}}</ref> After [[Electronic Entertainment Expo|E3]] 2003, [[Valve Corporation|Valve]] released a demo movie of their [[Source engine]] rendering a cityscape in a high dynamic range.<ref>
|