High-dynamic-range rendering: Difference between revisions

Content deleted Content added
Sovana S (talk | contribs)
Light bloom: Fixed grammar
Tags: Mobile edit Mobile app edit Android app edit
Citation bot (talk | contribs)
m Alter: isbn, template type, title. Add: citeseerx. Removed parameters. | You can use this bot yourself. Report bugs here. | User-activated.
Line 2:
'''High-dynamic-range rendering''' ('''HDRR''' or '''HDR rendering'''), also known as '''high-dynamic-range lighting''', is the [[Rendering (computer graphics)|rendering]] of [[computer graphics]] scenes by using [[lighting]] calculations done in [[high dynamic range]] (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. [[Video game]]s and [[Computer animation|computer-generated movies and special effects]] benefit from this as it creates more realistic scenes than with the more simplistic lighting models used.
 
Graphics processor company [[Nvidia]] summarizes the motivation for HDR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both.<ref name="6800_Leagues_HDR">{{cite web | url= http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_HDR.pdf | title= High Dynamic Range Rendering (on the GeForce 6800) | author= Simon Green and Cem Cebenoyan | format= PDF | year= 2004 | publisher= nVidia | work= [[GeForce 6]] Series | page= 3 }}</ref>
 
==History==
Line 18:
| url =
| doi =
| isbn = 978-0-12-585263-0 }}</ref><ref>{{cite web
|author=Greg Ward
|title=High Dynamic Range Imaging
Line 26:
|accessdate=18 August 2009}}</ref>
 
In 1990, Nakame, ''et al.'', presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations.<ref name="nakamae1">{{cite journalbook
| author = Eihachiro Nakamae
|author2=Kazufumi Kaneda |author3=Takashi Okamoto |author4=Tomoyuki Nishita
Line 34:
| doi = 10.1145/97879.97922
| page = 395
| isbn = 0201509334978-0201509335 }}</ref>
 
In 1995, Greg Spencer presented ''Physically-based glare effects for digital images'' at [[SIGGRAPH]], providing a quantitative model for flare and blooming in the human eye.<ref name="spencer1">{{cite journalbook
| author = Greg Spencer
|author2=Peter Shirley |author3=Kurt Zimmerman |author4=Donald P. Greenberg
Line 44:
| doi = 10.1145/218380.218466
| page = 325
| isbn = 0897917014978-0897917018 |citeseerx=10.1.1.41.1625 }}</ref>
 
In 1997, [[Paul Debevec]] presented ''Recovering high dynamic range radiance maps from photographs''<ref>{{cite journal
Line 218:
*[[Source (game engine)|Source]]<ref>{{cite web | url=http://source.valvesoftware.com/rendering.php | title=SOURCE – RENDERING SYSTEM | year=2007 | work=Valve Corporation | accessdate=2011-03-15 | deadurl=yes | archiveurl=https://web.archive.org/web/20110323182005/http://source.valvesoftware.com/rendering.php | archivedate=2011-03-23 | df= }}</ref>
*[[REDengine | REDengine 3]] <ref>{{cite web | url=http://www.pcgamer.com/the-amazing-technology-of-the-witcher-3/ | title=The Amazing Technology of The Witcher 3 | year= 2015 | work= PC-Gamer | accessdate= 2016-05-08}}</ref>
*[[CryEngine]],<ref>{{cite web | url=http://www.xbitlabs.com/articles/video/display/farcry13.html | title=FarCry 1.3: Crytek’sCrytek's Last Play Brings HDR and 3Dc for the First Time | year=2004 | work=X-bit Labs | accessdate=2011-03-15 | deadurl=yes | archiveurl=https://web.archive.org/web/20080724214109/http://www.xbitlabs.com/articles/video/display/farcry13.html | archivedate=2008-07-24 | df= }}</ref> [[CryEngine 2]],<ref>{{cite web | url=http://crytek.com/cryengine/cryengine2/overview | title=CryEngine 2 – Overview | year= 2011| work=CryTek | accessdate= 2011-03-15 }}</ref> [[CryEngine 3]]
*[[Dunia Engine]]
*[[Gamebryo]]