High-dynamic-range rendering: Difference between revisions

Content deleted Content added
Bluelinking 1 books for verifiability.) #IABot (v2.1alpha3
Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0
Line 156:
*[http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_HDR.pdf NVIDIA's HDRR technical summary] ([[PDF]])
*[https://web.archive.org/web/20070624212106/http://www.gsulinux.org/~plq/ A HDRR Implementation with OpenGL 2.0]
*[https://web.archive.org/web/20160303213154/http://www.smetz.fr/?page_id=83 OpenGL HDRR Implementation]
*[https://web.archive.org/web/20110711112223/http://transporter-game.googlecode.com/files/HDRRenderingInOpenGL.pdf High Dynamic Range Rendering in OpenGL] ([[PDF]])
*[http://www.microsoft.com/whdc/winhec/partners/shadermodel30_NVIDIA.mspx Microsoft's technical brief on SM3.0 in comparison with SM2.0]