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→History: There is no specific point in time the technology became practical. As described, it required many technologies developing. |
Citation bot (talk | contribs) Alter: journal, title. Add: website. | Use this bot. Report bugs. | Suggested by AManWithNoPlan | #UCB_CommandLine |
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|author2=Kazufumi Kaneda |author3=Takashi Okamoto |author4=Tomoyuki Nishita
|s2cid=11880939 | title= A lighting model aiming at drive simulators
| journal=
| year=1990
| doi = 10.1145/97879.97922
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|s2cid = 17643910
|title = Physically-based glare effects for digital images
|journal =
|year = 1995
|doi = 10.1145/218380.218466
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| author=[[Paul E. Debevec]] and [[Jitendra Malik]]
| title= Recovering high dynamic range radiance maps from photographs
| journal=
| year=1997
| url=http://www.debevec.org/Research/HDR
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| author-link=Paul E. Debevec
| title= Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography
| journal=
| year=1998
| 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.
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*[[Real Virtuality (game engine)#Real Virtuality 2|Real Virtuality 2]], [[Real Virtuality (game engine)#Real Virtuality 3|Real Virtuality 3]], [[Real Virtuality (game engine)#Real Virtuality 4|Real Virtuality 4]]
* [[HPL Engine 3]]
* Babylon JS <ref>{{cite web |url=http://doc.babylonjs.com/page.php?p=25362 |title=
* [[Torque 3D]]<ref>{{Cite web | url=https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/core/scripts/client/postFx/hdr.cs |title = MIT Licensed Open Source version of Torque 3D from GarageGames: GarageGames/Torque3D| website=[[GitHub]] |date = 2019-08-22}}</ref>
* [[X-Ray Engine]]
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