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In 1997, [[Paul Debevec]] presented ''Recovering high dynamic range radiance maps from photographs''<ref>{{cite
| doi=10.1145/258734.258884
| doi-access=free
| title= Recovering high dynamic range radiance maps from photographs ▼
| author=[[Paul E. Debevec]] and [[Jitendra Malik]] | title=Proceedings of the 24th annual conference on Computer graphics and interactive techniques - SIGGRAPH '97
|
| pages=369–378
}}</ref> at SIGGRAPH, and the following year presented ''Rendering synthetic objects into real scenes''.<ref>{{cite journal▼
| isbn=0897918967
▲ }}</ref> at SIGGRAPH, and the following year presented ''Rendering synthetic objects into real scenes''.<ref>{{cite
| author=Paul E. Debevec
| title=Proceedings of the 25th annual conference on Computer graphics and interactive techniques - SIGGRAPH '98
|
| pages=189–198
| author-link=Paul E. Debevec
| doi=10.1145/280814.280864
▲ | title= Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography
| isbn=0897919998
|
▲ | 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.
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.
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