High-dynamic-range rendering: Difference between revisions

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Removed the table of GPUs that support HDR rendering for the following reasons: 1. It hasn't been updated in years. 2. It'll only keep growing now that GPUs are unlikely to not support HDR. 3. Which GPUs that support HDR rendering can be tied together given the information regarding which API introduced/supports it.
m align usage of "Valve Corporation", replaced: Valve Corporation|Valve Software → Valve Corporation|Valve, Valve Software → Valve (2)
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[[File:Lost Coast HDR comparison.png|thumb|300px|right|A comparison of the standard fixed-aperture rendering (left) with the HDR rendering (right) in the video game ''[[Half-Life 2: Lost Coast]]'']]
'''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 [[computer graphics lighting|lighting]] calculations done in [[high dynamic range]] (HDR). This allows preservation of details that may be lost due to limiting [[Contrastcontrast ratio|contrast ratios]]s. [[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 | year= 2004 | publisher= nVidia | work= [[GeForce 6]] Series | page= 3 }}</ref>
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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 lightprobe 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 Software]] 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 | title= Half-Life 2: Source DirectX 9.0 Effects Trailer (2003) | author= Valve | year= 2003 | publisher= YouTube }}
</ref> The term was not commonly used again until E3 2004, where it gained much more attention when [[Epic Games]] showcased [[Unreal Engine technology#Unreal Engine 3|Unreal Engine 3]] and Valve Software announced ''[[Half-Life 2: Lost Coast]]'' in 2005, coupled with open-source engines such as [[OGRE 3D]] and open-source games like ''[[Nexuiz]]''.
 
==Examples==
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*[[Unreal Engine|Unreal Engine 3]]<ref>{{cite web|url=http://www.unrealengine.com/features/rendering/ |title=Rendering – Features – Unreal Technology |year=2006 |work=Epic Games |accessdate=2011-03-15 |url-status=dead |archiveurl=https://web.archive.org/web/20110307074455/http://www.unrealengine.com/features/rendering |archivedate=2011-03-07 }}</ref>
*[[Chrome Engine|Chrome Engine 3]]
*[[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 | url-status=dead | archiveurl=https://web.archive.org/web/20110323182005/http://source.valvesoftware.com/rendering.php | archivedate=2011-03-23 }}</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's Last Play Brings HDR and 3Dc for the First Time | year=2004 | work=X-bit Labs | accessdate=2011-03-15 | url-status=dead | archiveurl=https://web.archive.org/web/20080724214109/http://www.xbitlabs.com/articles/video/display/farcry13.html | archivedate=2008-07-24 }}</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]]