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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>
{{cite web | url= https://www.youtube.com/watch?v=Xb1yrhgRVMQ |archive-url=https://ghostarchive.org/varchive/youtube/20211221/Xb1yrhgRVMQ |archive-date=2021-12-21 |url-status=live| title= Half-Life 2: Source DirectX 9.0 Effects Trailer (2003) | author= Valve | year= 2003 | publisher= YouTube }}{{cbignore}}
</ref> The term was not commonly used again until E3 2004, where it gained much more attention when [[Epic Games]] showcased [[
==Examples==
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