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Topic: High dynamic range rendering


  
  High dynamic range rendering - Wikipedia, the free encyclopedia
High dynamic range rendering (HDRR or HDR Rendering) or less commonly, high dynamic range lighting (HDR Lighting), is the rendering of 3D computer graphics scenes by using lighting calculations done in a high dynamic range.
If the scene was rendered in 3D using either 8-bit, 16-bit, or 32-bit lighting precision, there would be very little difference due to the low dynamic range inherent in the scene.
Before HDRR was fully developed and implemented, games would fake the illusion of HDR by using light blooming and sometimes using an option called "Enhanced Contrast Settings" (Need For Speed Underground 2 had this as an option, while Metal Gear Solid 3 had it on at all times).
en.wikipedia.org /wiki/High_dynamic_range_rendering   (2513 words)

  
 High dynamic range imaging - Wikipedia, the free encyclopedia
Gregory Ward is widely considered to be the founder of the file format for high dynamic range imaging.
When preparing for display, a high dynamic range image is often tone mapped and combined with several full screen effects.
Information stored in high dynamic range (HDR) images usually corresponds to the physical values of luminance or radiance that can be observed in the real world.
en.wikipedia.org /wiki/High_dynamic_range_imaging   (730 words)

  
 Articles - Dynamic range   (Site not responding. Last check: 2007-10-22)
Dynamic range is a term used frequently in numerous fields to describe the ratio between the smallest and largest possible values of a changeable quantity.
Photographers use ´´dynamic range´´ as a synonym for the ´´luminosity range´´ of a scene being photographed; the ´´light sensitivity range´´ of photographic film, paper and digital camera sensors; the ´´opacity range´´ of developed film images; the ´´reflectance range´´ of images on photographic papers.
High Dynamic Range Imaging is an emerging field in computer graphics which seeks to represent light levels (either measured or synthesised) as an open-ended range of absolute values, rather than as a simple ratio of ´full´ brightness.
www.kingj.com /articles/Dynamic_range   (334 words)

  
 GameDev.net -- High Dynamic Range Rendering   (Site not responding. Last check: 2007-10-22)
When Paul Debevec came up with HDR Rendering in 1998, his revolutionary idea could only be implemented in non-real-time.
High Dynamic Range is just a neat term for "storing color values much greater than the usual 0.0f to 1.0f used in graphics".
The second is called "g_HalfVertices", which is used to render the original image into the "downsample render target quad" and the downsampled render target into the "blur target quad", and so on.
www.gamedev.net /columns/hardcore/hdrrendering   (937 words)

  
 High Dynamic Range Images   (Site not responding. Last check: 2007-10-22)
The human eye is capable of dynamically adjusting to a portion of a scene that is 1/10,000 as bright as the brightest point in the field of view.
High dynamic range displays are desirable for testing visual performance and comfort in critical, challenging, or novel situations.
For many years, Pixar has recognized the need for dynamic range in film recording, so they developed a 33-bit/pixel log encoding for RGB values, which is implemented as part of Sam Leffler's TIFF library.
www.anyhere.com /gward/pixformat   (440 words)

  
 GamerGod - DropTeam to use High Dynamic Range Rendering by Ross   (Site not responding. Last check: 2007-10-22)
A device's "dynamic range" is the difference between the darkest color it can display (or detect) and the brightest color it can display.
Render the scene to a floating point texture instead of to the screen.
Tone mapping is a way to map the high range float values down into the normal 0...1 range for displayable textures (basically by decreasing the contrast of the darker parts of the scene and darkening those areas even more than they already are).
www.gamergod.com /article.php?article_id=2934   (694 words)

  
 High Dynamic Range Display Systems
In the past few years, the limited dynamic range of both imaging devices and displays has received a lot of attention in the computer graphics community.
The dynamic range of conventional displays is simply insufficient to create the optical sensation of watching a real sunset or driving a car into oncoming traffic at night.
High frequency features are introduced by attaching a high-resolution LCD panel to the front of this LED array, and adjusting its transparency accordingly.
www.cs.ubc.ca /~heidrich/Projects/HDRDisplay   (917 words)

  
 Shacknews - A Day at Valve
I recently had the chance to visit Valve in order to learn all about the High Dynamic Range rendering technology that will be featured in all of the company's projects from now on.
"The 'dynamic range' of a scene is the contrast ratio between its brightest and darkest parts.
HDR rendering attempts to compensate for the relatively limited contrast range of display devices--such as computer monitors--through various means.
www.shacknews.com /extras/2005/091505_valvehdr_1.x   (893 words)

  
 bit-tech.net | Half Life 2: Lost Coast HDR overview
HDR stands for High Dynamic Range, and is also sometimes referred to as High Dynamic Range Imagery (HDRI) or High Dynamic Range Rendering (HDRR).
The Dynamic Range is the ratio of the largest value of a signal to the lowest measurable value.
HDR is the latest feature in the quest for greater rendering fidelity: Crytek have already added it to Far Cry as part of their 1.3 Patch and it is integral to Epic's Unreal Engine 3.0.
www.bit-tech.net /gaming/2005/06/14/hl2_hdr_overview/1.html   (532 words)

  
 High Dynamic Range Volume Visualization | Xiaoru Yuan
In this paper, we present a novel high dynamic range volume visualization method for rendering volume data with both high spatial and intensity resolutions.
By leveraging available high dynamic range image display algorithms, this dynamic tone mapping can be automatically adjusted to enhance selected features for the final display.
We also present a novel transfer function design interface with nonlinear magnification of the density range and logarithmic scaling of the color/opacity range to facilitate high dynamic range volume visualization.
www-users.cs.umn.edu /~xyuan/research/publication/hdrvr.htm   (255 words)

  
 bit-tech.net | Half-Life 2: Lost Coast
A High-Dynamic Range image is an image that has a greater contrast range than can be shown on a standard display device, or that can be captured with a standard camera with just a single exposure.
This may sound like a lot, but in the real world, the dynamic range of the human eye is measured not in the hundreds, but in hundreds of thousands or more.
What this all means to the game developers is that while they strive for greater realism in their graphics, they are constantly handicapped by the standard dynamic range.
www.bit-tech.net /gaming/2005/09/14/lost_coast_screens/1.html   (831 words)

  
 Powered By Unreal Technology   (Site not responding. Last check: 2007-10-22)
Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
www.unrealtechnology.com /html/technology/ue30.shtml   (2703 words)

  
 NVIDIA SDK Code Sample Videos   (Site not responding. Last check: 2007-10-22)
This significantly reduces the CPU overhead of submitting many separate draw calls and is a great technique for rendering trees, rocks, grass, RTS units and other groups of similar (but necessarily identical) objects.
The high dynamic range comes from the lighting passes being accumulated using fp16 blending into a floating point render target, after which tone mapping and a bloom effect are done using fp16 filtering to get the HDR results into the displayable 0..1 range.
The water surface is rendered by combining screen-space refraction and reflection textures.
download.developer.nvidia.com /developer/SDK/Individual_Samples/samples_video.html   (1104 words)

  
 Beyond3D - Which was nice.   (Site not responding. Last check: 2007-10-22)
Functionally the basic Shader Model 1.1 and 3.0 paths render the same output, however, as evidenced from the polygon count reduction in the Art Assets, the SM3.0 path achieves this with a reduced number of passes.
High (or higher) dynamic range rendering involves a greater use of high precision through the rendering pipeline; with this option enabled, FP render targets as well as FP blending and filtering are all required.
Although HDR rendering utilises a wide range of colour values, the display unit attached to the graphics card is not capable of reproducing this span.
www.beyond3d.com /misc/benchguide/index.php?p=sc3   (1118 words)

  
 High Dynamic Range Rendering with iCAM
The use of an image appearance model for rendering high dynamic range images is a natural application.
High dynamic range rendering can be thought of as an extreme form of gamut mapping, where we are trying to match the appearance of a scene that might contain over 5 orders of magnitude of light on a display that might only reproduce 2 orders of magnitude.
This code was ported by Garrett and Lawrence, and should be identical to the IDL code.
www.cis.rit.edu /mcsl/iCAM/hdr   (613 words)

  
 Recovering High Dynamic Range Radiance Maps from Photographs
Neither computer screens nor paper can display nearly the dynamic range (ratio between dark and bright regions) as what is present in the real world, and as a result cameras are not designed to capture even close to such a range.
There is a variety of light probe images (omnidirectional, high dynamic range measurements of incident illumination) available in the light probe image gallery.
HDR Shop, a high dynamic range image processing and manipulation package developed at the USC Institute for Creative Technologies, is available for download at:
athens.ict.usc.edu /Research/HDR   (344 words)

  
 Real-Time High Dynamic Range Image-Based Lighting Demo - BeyondUnreal Forums
Masaki Kawase's Real-Time High Dynamic Range Image-Based Lighting Demo (RTHDRIBL for short) shows, through DirectX 9, the kinds of high dynamic range lighting techniques that will be used in next-gen titles such as UT2007 and Gears of War.
Rendering HRDI in real time in a setting such as an FPS would require a lot of computing power.
The lighting in UE3 is high dynamic range (64 bit floating point rather than 32 bit) so all this should be 100% possible in the new engine.
forums.beyondunreal.com /showthread.php?t=163980   (1499 words)

  
 Seminari/Rendering High-Dynamic Range Images: Retinex Algorithms that Mimic Human Vision
Receptors in the human retina respond to a range of light that is 10 billion to 1 in radiance.
Yet, the optic nerve has a dynamic range of less than 100 to 1.
As shown by Ansel Adams, and Jones and Condit, outdoor scenes typically have dynamic ranges of 1000 to 1 in radiances.
www.dsi.unimi.it /seminario.php?z=0;id=275   (583 words)

  
 Journal of Vision - A wide field, high dynamic range, stereographic viewer, by Ward
We present a high dynamic range viewer based on the 120-degree field-of-view LEEP stereo optics used in the original NASA virtual reality systems.
This technology may enable researchers to conduct controlled experiments in visual contrast, chromatic adaptation, and disability and discomfort glare without the usual limitations of dynamic range and field of view imposed by conventional CRT display systems.
In this paper, we describe the basic system and techniques used to produce the transparency layers from a high dynamic range rendering or scene capture.
journalofvision.org /2/10/2   (212 words)

  
 High-Precision Effects
Developers would like to take advantage of the subtle light, texture, and color intricacies that you see in the real world and put them in their games, so you can experience rich, detailed scenes that fully immerse you in their game environments.
The image on the left was taken without high dynamic range, and shows a blown out lighting effect on the window and floor.
In the image on the right, note the subtle lighting variations on the floor and on the nature scene on the wall versus the harsh, over-lit conditions in the image on the left.
www.nvidia.com /object/feature_HPeffects.html   (611 words)

  
 The Making of "Shadow Of The Colossus"   (Site not responding. Last check: 2007-10-22)
This is the trendy high dynamic range rendering (HDR - High Dynamic Range).
In order to render a HDR image without being restricted by the possible color range of the television display, the HDR rendering indicates a process where tone mapping is used to get the proper brightness balance for the TV display.
Landscape rendering is divided into 3 stages, the furthest background being either a rendered image or a texture, which is stuck on a distant polygon.
www.dyingduck.com /sotc/making_of_sotc.html   (6087 words)

  
 Imaging On-Line Store
The absence of a well-calibrated high dynamic range color image database of natural scenes is an impediment to developing such rendering algorithms for digital photography.
First, we discuss how the image dynamic range is affected by three main components in the imaging pipeline: the optics, the sensor and the color transformation.
Third, we discuss the general properties of seventy calibrated high dynamic range images of natural scenes in the database (http://pdc.stanford.edu/hdri/).
www.imaging.org /store/epub.cfm?abstrid=8448   (268 words)

  
 High Dynamic Range Rendering - ATi's - Rage3D Discussion Area
The scene in this demo is a real-time implementation of Paul Debevec's 1998 Siggraph paper "Rendering with Natural Light." The original version of this was rendered offline on a UNIX rendering farm.
The Radeon 9700 was the first visual processor with the high range and precision required to implement this technique.
HDR effects are a limitation of the contrast range of film or the human eye...
www.rage3d.com /board/showthread.php?s=&threadid=33763973   (2399 words)

  
 [H] Enthusiast - GeForce 6 Series Tech Article
With the ability to render high-dynamic range lighting, the NV40 can represent very bright lights such as the sun shining through a window possibly blurring out the edges of the window.
This information must be stored in a frame buffer with enough precision and range to properly represent the vast range of intensity values of the light.
The larger the range that can be maintained, and the higher precision that data can be stored in, the more accurate the visual result.
hardocp.com /article.html?art=NjA1LDY=   (1315 words)

  
 IVRG - Image and Visual Representation Group   (Site not responding. Last check: 2007-10-22)
When the dynamic range of the captured scene is smaller or larger than that of the display device, tone mapping expands or compresses the luminance ratios.
With standard displays, the dynamic range of the captured HDR scene must be compressed significantly, which can induce a loss of contrast resulting in a loss of detail visibility.
Our tone scale algorithm is based on the segmentation of the image into its diffuse and specular components as well as on the range of display luminance that is allocated to the specular component and the diffuse component, respectively.
ivrgwww.epfl.ch /index.php?name=Bio-inspired_Image_Enhancement   (549 words)

  
 GameDev.net - High Dynamic Range Rendering
Render the scene to a floating point render target
We begin by rendering the textured "quad vertices" into a floating point render target.
To do this, we simply use the original render target as a texture and render this onto another render target 1/4th the "original" size.
www.gamedev.net /reference/articles/article2108.asp   (1443 words)

  
 The Wargamer - For All Your Strategy Gaming on the Net   (Site not responding. Last check: 2007-10-22)
The sci-fi mech combat game DropTeam (announcement) will feature a new form of advanced graphics rendering when it is released, publisher Battlefront announced this week.
"High Dynamic Range Rendering," as it is called, is an advanced feature which adds a more realistic light to the game; muzzle flashes, ion beams, and bright sunlight cause a "glare" that obscures the outlines of intermediate objects and throws them into sharp silhouetted contrast.
DropTeam can be played online on a public server with up to 16 players, or it can be played privately with as few as 2 players, as well as single-player vs. AI opponents.
www.wargamer.com /news/news.asp?nid=2840   (204 words)

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