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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">High-dynamic-range rendering</span></span>
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</style><div role="note" class="hatnote navigation-not-searchable">Not to be confused with <a href="High_dynamic_range_video" class="mw-redirect" title="High dynamic range video">High dynamic range video</a>.</div>


<p><b>High-dynamic-range rendering</b> (<b>HDRR</b> or <b>HDR rendering</b>), also known as <b>high-dynamic-range lighting</b>, is the <a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">rendering</a> of <a href="Computer_graphics" title="Computer graphics">computer graphics</a> scenes by using <a href="Computer_graphics_lighting" title="Computer graphics lighting">lighting</a> calculations done in <a href="High_dynamic_range" title="High dynamic range">high dynamic range</a> (HDR). This allows preservation of details that may be lost due to limiting <a href="Contrast_ratio" title="Contrast ratio">contrast ratios</a>. <a href="Video_game" title="Video game">Video games</a> and <a href="Computer_animation" title="Computer animation">computer-generated movies and special effects</a> benefit from this as it creates more realistic scenes than with more simplistic lighting models. HDRR was originally required to <a href="Tone_mapping" title="Tone mapping">tone map</a> the rendered image onto <a href="Standard-dynamic-range_video" title="Standard-dynamic-range video">Standard Dynamic Range</a> (SDR) displays, as the first <a href="High-dynamic-range_television#Displays" title="High-dynamic-range television">HDR capable displays</a> did not arrive until the 2010s. However if a modern HDR display is available, it is possible to instead display the HDRR with even greater contrast and realism.
</p><p>Graphics processor company <a href="Nvidia" title="Nvidia">Nvidia</a> summarizes the motivation for HDRR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both.<sup id="cite_ref-6800_Leagues_HDR_1-0" class="reference"><a href="#cite_note-6800_Leagues_HDR-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>
</p>
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<p>The use of <a href="High-dynamic-range_imaging" class="mw-redirect" title="High-dynamic-range imaging">high-dynamic-range imaging</a> (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source <a href="Radiance_(software)" title="Radiance (software)">Radiance</a> rendering and <i>lighting simulation</i> software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and capture methods. Not until recently has the technology to put HDRI into practical use been developed.<sup id="cite_ref-reinhard1_2-0" class="reference"><a href="#cite_note-reinhard1-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup>
</p><p>In 1990, Eihachiro Nakame and associates presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations.<sup id="cite_ref-nakamae1_4-0" class="reference"><a href="#cite_note-nakamae1-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup>
</p><p>In 1995, Greg Spencer presented <i>Physically-based glare effects for digital images</i> at <a href="SIGGRAPH" title="SIGGRAPH">SIGGRAPH</a>, providing a quantitative model for flare and blooming in the human eye.<sup id="cite_ref-spencer1_5-0" class="reference"><a href="#cite_note-spencer1-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>In 1997, <a href="Paul_Debevec" title="Paul Debevec">Paul Debevec</a> presented <i>Recovering high dynamic range radiance maps from photographs</i><sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> at SIGGRAPH, and the following year presented <i>Rendering synthetic objects into real scenes</i>.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> These two papers laid the framework for creating HDR <i>light probes</i> of a location, and then using this probe to light a rendered scene.
</p><p>HDRI and HDRL (high-dynamic-range <a href="Image-based_lighting" title="Image-based lighting">image-based lighting</a>) have, ever since, been used in many situations in 3D scenes in which inserting a 3D object into a real environment requires the light probe data to provide realistic lighting solutions.
</p><p>In gaming applications, <i><a href="Riven" title="Riven">Riven: The Sequel to Myst</a></i> in 1997 used an HDRI postprocessing shader directly based on Spencer's paper.<sup id="cite_ref-computergraphicsworld_8-0" class="reference"><a href="#cite_note-computergraphicsworld-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> After <a href="Electronic_Entertainment_Expo" class="mw-redirect" title="Electronic Entertainment Expo">E3</a> 2003, <a href="Valve_Corporation" title="Valve Corporation">Valve</a> released a demo movie of their <a href="Source_engine" class="mw-redirect" title="Source engine">Source engine</a> rendering a cityscape in a high dynamic range.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> The term was not commonly used again until E3 2004, where it gained much more attention when <a href="Epic_Games" title="Epic Games">Epic Games</a> showcased <a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a> and Valve announced <i><a href="Half-Life_2%3A_Lost_Coast" title="Half-Life 2: Lost Coast">Half-Life 2: Lost Coast</a></i> in 2005, coupled with open-source engines such as <a href="OGRE_3D" class="mw-redirect" title="OGRE 3D">OGRE 3D</a> and open-source games like <i><a href="Nexuiz" title="Nexuiz">Nexuiz</a></i>.
</p><p>By the 2010s, <a href="High-dynamic-range_television#Displays" title="High-dynamic-range television">HDR displays</a> first became available. With higher contrast ratios, it is possible for HDRR to reduce or eliminate <a href="Tone_mapping" title="Tone mapping">tone mapping</a>, resulting in an even more realistic image.
</p>
<div class="mw-heading mw-heading2"><h2 id="Examples">Examples</h2></div>
<p>One of the primary advantages of HDR rendering is that details in a scene with a large contrast ratio are preserved. Without HDRR, areas that are too dark are clipped to black and areas that are too bright are clipped to white. These are represented by the hardware as a floating point value of 0.0 and 1.0 for pure black and pure white, respectively.
</p><p>Another aspect of HDR rendering is the addition of perceptual cues which increase apparent brightness. HDR rendering also affects how light is preserved in optical phenomena such as <a href="Reflection_(physics)" title="Reflection (physics)">reflections</a> and <a href="Refraction" title="Refraction">refractions</a>, as well as transparent materials such as glass. In LDR rendering, very bright light sources in a scene (such as the sun) are capped at 1.0. When this light is reflected the result must then be less than or equal to 1.0. However, in HDR rendering, very bright light sources can exceed the 1.0 brightness to simulate their actual values. This allows reflections off surfaces to maintain realistic brightness for bright light sources.
</p>
<div class="mw-heading mw-heading2"><h2 id="Limitations_and_compensations">Limitations and compensations</h2></div>
<div class="mw-heading mw-heading3"><h3 id="Human_eye">Human eye</h3></div>
<p>The <a href="Human_eye" title="Human eye">human eye</a> can perceive scenes with a very high dynamic <a href="Contrast_ratio" title="Contrast ratio">contrast ratio</a>, around 1,000,000:1. <a href="Adaptation_(eye)" title="Adaptation (eye)">Adaptation</a> is achieved in part through adjustments of the <a href="Iris_(anatomy)" title="Iris (anatomy)">iris</a> and slow chemical changes, which take some time (e.g. the delay in being able to see when switching from bright lighting to pitch darkness). At any given time, the eye's static range is smaller, around 10,000:1. However, this is still higher than the static range of most display technology.
</p>
<div class="mw-heading mw-heading3"><h3 id="Output_to_displays">Output to displays</h3></div>
<p>Although many manufacturers claim very high numbers, <a href="Plasma_displays" class="mw-redirect" title="Plasma displays">plasma displays</a>, <a href="Liquid-crystal_display" title="Liquid-crystal display">liquid-crystal displays</a>, and <a href="CRT_display" class="mw-redirect" title="CRT display">CRT displays</a> can deliver only a fraction of the contrast ratio found in the real world, and these are usually measured under ideal conditions. The simultaneous contrast of real content under normal viewing conditions is significantly lower.
</p><p>Some increase in dynamic range in <a href="LCD_monitors" class="mw-redirect" title="LCD monitors">LCD monitors</a> can be achieved by automatically reducing the backlight for dark scenes. For example, LG calls this technology "Digital Fine Contrast";<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> Samsung describes it as "dynamic contrast ratio". Another technique is to have an array of brighter and darker LED backlights, for example with systems developed by BrightSide Technologies.<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup>
</p><p><a href="OLED" title="OLED">OLED</a> displays have better dynamic range capabilities than LCDs, similar to plasma but with lower power consumption. <a href="Rec._709" title="Rec. 709">Rec. 709</a> defines the color space for <a href="HDTV" class="mw-redirect" title="HDTV">HDTV</a>, and <a href="Rec._2020" title="Rec. 2020">Rec. 2020</a> defines a larger but still incomplete color space for <a href="Ultra-high-definition_television" title="Ultra-high-definition television">ultra-high-definition television</a>.
</p><p>Since the 2010s, OLED and other <a href="High-dynamic-range_television#Displays" title="High-dynamic-range television">HDR display technologies</a> have reduced or eliminated the need for <a href="Tone_mapping" title="Tone mapping">tone mapping</a> HDRR to <a href="Standard-dynamic-range_video" title="Standard-dynamic-range video">standard dynamic range</a>.
</p>
<div class="mw-heading mw-heading3"><h3 id="Light_bloom">Light bloom</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Bloom_(shader_effect)" title="Bloom (shader effect)">Bloom (shader effect)</a></div>
<p>Light blooming is the result of scattering in the human lens, which human brain interprets as a bright spot in a scene. For example, a bright light in the background will appear to bleed over onto objects in the foreground. This can be used to create an illusion to make the bright spot appear to be brighter than it really is.<sup id="cite_ref-spencer1_5-1" class="reference"><a href="#cite_note-spencer1-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Flare">Flare</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Lens_flare" title="Lens flare">Lens flare</a></div>
<p>Flare is the diffraction of light in the human lens, resulting in "rays" of light emanating from small light sources, and can also result in some chromatic effects. It is most visible on point light sources because of their small visual angle.<sup id="cite_ref-spencer1_5-2" class="reference"><a href="#cite_note-spencer1-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>Typical display devices cannot display light as bright as the Sun, and ambient room lighting prevents them from displaying true black. Thus HDR rendering systems have to map the full dynamic range of what the eye would see in the rendered situation onto the capabilities of the device. This <a href="Tone_mapping" title="Tone mapping">tone mapping</a> is done relative to what the virtual scene camera sees, combined with several <a href="Full_screen_effect" title="Full screen effect">full screen effects</a>, e.g. to simulate dust in the air which is lit by direct sunlight in a dark cavern, or the scattering in the eye.
</p><p><a href="Tone_mapping" title="Tone mapping">Tone mapping</a> and <a href="Bloom_(shader_effect)" title="Bloom (shader effect)">blooming shaders</a> can be used together to help simulate these effects.
</p>
<div class="mw-heading mw-heading3"><h3 id="Tone_mapping">Tone mapping</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Tone_mapping" title="Tone mapping">Tone mapping</a></div>
<p>Tone mapping, in the context of graphics rendering, is a technique used to map colors from high dynamic range (in which lighting calculations are performed) to a lower dynamic range that matches the capabilities of the desired display device. Typically, the mapping is non-linear – it preserves enough range for dark colors and gradually limits the dynamic range for bright colors. This technique often produces visually appealing images with good overall detail and contrast. Various tone mapping operators exist, ranging from simple real-time methods used in computer games to more sophisticated techniques that attempt to imitate the perceptual response of the human visual system.
</p><p><a href="High-dynamic-range_television" title="High-dynamic-range television">HDR displays</a> with higher dynamic range capabilities can reduce or eliminate the tone mapping required after HDRR, resulting in an even more realistic image.
</p>
<div class="mw-heading mw-heading2"><h2 id="Applications_in_computer_entertainment">Applications in computer entertainment</h2></div>
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</style><p>Currently HDRR has been prevalent in <a href="Video_game" title="Video game">games</a>, primarily for <a href="Personal_Computer" class="mw-redirect" title="Personal Computer">PCs</a>, <a href="Microsoft" title="Microsoft">Microsoft</a>'s <a href="Xbox_360" title="Xbox 360">Xbox 360</a>, and <a href="Sony" title="Sony">Sony</a>'s <a href="PlayStation_3" title="PlayStation 3">PlayStation 3</a>. It has also been simulated on the <a href="PlayStation_2" title="PlayStation 2">PlayStation 2</a>, <a href="GameCube" title="GameCube">GameCube</a>, <a href="Xbox_(console)" title="Xbox (console)">Xbox</a> and <a href="Amiga" title="Amiga">Amiga</a> systems. <a href="Sproing_Interactive_Media" class="mw-redirect" title="Sproing Interactive Media">Sproing Interactive Media</a> has announced that their new Athena game engine for the <a href="Wii" title="Wii">Wii</a> will support HDRR, adding Wii to the list of systems that support it.
</p><p>In <a href="Desktop_publishing" title="Desktop publishing">desktop publishing</a> and gaming, color values are often <a href="Video_post-processing#Uses_in_3D_rendering" title="Video post-processing">processed</a> several times over. As this includes multiplication and division (which can accumulate <a href="Round-off_error" title="Round-off error">rounding errors</a>), it is useful to have the extended accuracy and range of 16 bit integer or 16 bit <a href="Floating_point" class="mw-redirect" title="Floating point">floating point</a> formats. This is useful irrespective of the aforementioned limitations in some hardware.
</p>
<div class="mw-heading mw-heading3"><h3 id="Development_of_HDRR_through_DirectX">Development of HDRR through DirectX</h3></div>
<p>Complex shader effects began their days with the release of <a href="Shader" title="Shader">Shader Model 1.0</a> with <a href="DirectX" title="DirectX">DirectX</a> 8. Shader Model 1.0 illuminated 3D worlds with what is called standard lighting. Standard lighting, however, had two problems:
</p>
<ol><li>Lighting precision was confined to 8 bit integers, which limited the contrast ratio to 256:1. Using the <a href="HSV_color_space" class="mw-redirect" title="HSV color space">HVS color model</a>, the value (V), or brightness of a color has a range of 0 – 255. This means the brightest white (a value of 255) is only 255 levels brighter than the darkest shade above pure black (i.e.: value of 0).</li>
<li>Lighting calculations were <a href="Integer" title="Integer">integer</a> based, which didn't offer as much accuracy because the real world is not confined to whole numbers.</li></ol>
<p>On December 24, 2002, <a href="Microsoft" title="Microsoft">Microsoft</a> released a new version of <a href="DirectX" title="DirectX">DirectX</a>. DirectX 9.0 introduced Shader Model 2.0, which offered one of the necessary components to enable rendering of high-dynamic-range images: lighting precision was not limited to just 8-bits. Although 8-bits was the minimum in applications, programmers could choose up to a maximum of 24 bits for lighting precision. However, all calculations were still integer-based. One of the first <a href="Graphics_card" title="Graphics card">graphics cards</a> to support DirectX 9.0 natively was <a href="ATI_Technologies" title="ATI Technologies">ATI</a>'s <a href="Radeon_R300" class="mw-redirect" title="Radeon R300">Radeon 9700</a>, though the effect wasn't programmed into games for years afterwards. On August 23, 2003, Microsoft updated DirectX to DirectX 9.0b, which enabled the Pixel Shader 2.x (Extended) profile for ATI's <a href="Radeon_R420" class="mw-redirect" title="Radeon R420">Radeon X series</a> and NVIDIA's <a href="GeForce_FX" class="mw-redirect" title="GeForce FX">GeForce FX</a> series of graphics processing units.
</p><p>On August 9, 2004, Microsoft updated DirectX once more to DirectX 9.0c. This also exposed the Shader Model 3.0 profile for <a href="High-Level_Shader_Language" title="High-Level Shader Language">High-Level Shader Language</a> (HLSL). Shader Model 3.0's lighting precision has a minimum of 32 bits as opposed to 2.0's 8-bit minimum. Also all lighting-precision calculations are now <a href="FLOPS" class="mw-redirect" title="FLOPS">floating-point based</a>. <a href="NVIDIA" class="mw-redirect" title="NVIDIA">NVIDIA</a> states that contrast ratios using Shader Model 3.0 can be as high as 65535:1 using 32-bit lighting precision. At first, HDRR was only possible on video cards capable of Shader-Model-3.0 effects, but software developers soon added compatibility for Shader Model 2.0. As a side note, when referred to as Shader Model 3.0 HDR, HDRR is really done by FP16 blending. FP16 blending is not part of Shader Model 3.0, but is supported mostly by cards also capable of Shader Model 3.0 (exceptions include the GeForce 6200 series). FP16 blending can be used as a faster way to render HDR in video games.
</p><p>Shader Model 4.0 is a feature of DirectX 10, which has been released with Windows Vista. Shader Model 4.0 allows 128-bit HDR rendering, as opposed to 64-bit HDR in Shader Model 3.0 (although this is theoretically possible under Shader Model 3.0).
</p><p>Shader Model 5.0 is a feature of DirectX 11. It allows 6:1 compression of HDR textures without noticeable loss, which is prevalent on previous versions of DirectX HDR texture compression techniques.
</p>
<div class="mw-heading mw-heading3"><h3 id="Development_of_HDRR_through_OpenGL">Development of HDRR through OpenGL</h3></div>
<p>It is possible to develop HDRR through <a href="GLSL" class="mw-redirect" title="GLSL">GLSL</a> shader starting from <a href="OpenGL" title="OpenGL">OpenGL</a> 1.4 onwards.
</p>
<div class="mw-heading mw-heading3"><h3 id="Game_engines_that_support_HDR_rendering">Game engines that support HDR rendering</h3></div>
<ul><li><a href="Unreal_Engine_5" title="Unreal Engine 5">Unreal Engine 5</a></li>
<li><a href="Unreal_Engine_4" title="Unreal Engine 4">Unreal Engine 4</a></li>
<li><a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a><sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Chrome_Engine" class="mw-redirect" title="Chrome Engine">Chrome Engine 3</a></li>
<li><a href="Source_(game_engine)" title="Source (game engine)">Source</a><sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Source_2_(game_engine)" class="mw-redirect" title="Source 2 (game engine)">Source 2</a></li></ul>
<ul><li><a href="Serious_Engine_2" class="mw-redirect" title="Serious Engine 2">Serious Engine 2</a></li>
<li><a href="MT_Framework" title="MT Framework">MT Framework 2</a></li>
<li><a href="RE_Engine" title="RE Engine">RE Engine</a></li>
<li><a href="REDengine" class="mw-redirect" title="REDengine">REDengine 3</a><sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup></li>
<li><a href="CryEngine" title="CryEngine">CryEngine</a>,<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> <a href="CryEngine_2" class="mw-redirect" title="CryEngine 2">CryEngine 2</a>,<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> <a href="CryEngine_3" class="mw-redirect" title="CryEngine 3">CryEngine 3</a></li>
<li><a href="Dunia_Engine" class="mw-redirect" title="Dunia Engine">Dunia Engine</a></li>
<li><a href="Gamebryo" title="Gamebryo">Gamebryo</a></li>
<li><a href="Godot_(game_engine)" title="Godot (game engine)">Godot (game engine)</a></li>
<li><a href="Decima_(game_engine)" title="Decima (game engine)">Decima</a><sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Unity_(game_engine)" title="Unity (game engine)">Unity</a></li>
<li><a href="Id_Tech_5" title="Id Tech 5">id Tech 5</a></li>
<li><a href="LithTech" title="LithTech">LithTech</a></li>
<li><a href="Unigine" title="Unigine">Unigine</a><sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Frostbite_2" class="mw-redirect" title="Frostbite 2">Frostbite 2</a></li>
<li><a href="Bohemia_Interactive" title="Bohemia Interactive">Real Virtuality 2, 3, and 4</a></li>
<li><a href="HPL_Engine_3" class="mw-redirect" title="HPL Engine 3">HPL Engine 3</a></li>
<li>Babylon JS<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Torque_3D" class="mw-redirect" title="Torque 3D">Torque 3D</a><sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup></li>
<li><a href="X-Ray_Engine" class="mw-redirect" title="X-Ray Engine">X-Ray Engine</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Ambient_occlusion" title="Ambient occlusion">Ambient occlusion</a></li>
<li><a href="Shader" title="Shader">Shader</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</ol></div></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external text" href="http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_HDR.pdf">NVIDIA's HDRR technical summary</a> (<a href="PDF" title="PDF">PDF</a>)</li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20070624212106/http://www.gsulinux.org/~plq/">A HDRR Implementation with OpenGL 2.0</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20160303213154/http://www.smetz.fr/?page_id=83">OpenGL HDRR Implementation</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20110711112223/http://transporter-game.googlecode.com/files/HDRRenderingInOpenGL.pdf">High Dynamic Range Rendering in OpenGL</a> (<a href="PDF" title="PDF">PDF</a>)</li>
<li><a rel="nofollow" class="external text" href="http://www.microsoft.com/whdc/winhec/partners/shadermodel30_NVIDIA.mspx">Microsoft's technical brief on SM3.0 in comparison with SM2.0</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20060113032428/http://www.tomshardware.com/2006/01/13/new_3d_graphics_card_features_in_2006/">Tom's Hardware: New Graphics Card Features of 2006</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20060421205054/http://users.erols.com/chare/video.htm">List of GPU's compiled by Chris Hare</a></li>
<li><a rel="nofollow" class="external text" href="http://www.techpowerup.com/gpudb/">techPowerUp! GPU Database</a></li>
<li><a rel="nofollow" class="external text" href="http://www.hometheaterhifi.com/volume_13_2/feature-article-contrast-ratio-5-2006-part-1.html">Understanding Contrast Ratios in Video Display Devices</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20090802200350/http://demoscene.tv/page.php?id=172&amp;lang=uk&amp;vsmaction=view_prod&amp;id_prod=12561">Requiem by TBL, featuring real-time HDR rendering in software</a></li>
<li><a rel="nofollow" class="external text" href="http://www.uvlist.net/groups/info/hdrlighting">List of video games supporting HDR</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20100918023123/http://hdr-photography.org/">Examples of high dynamic range photography</a></li></ul>
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</style><div id="Graphics_processing_unit85" style="font-size:114%;margin:0 4em"><a href="Graphics_processing_unit" title="Graphics processing unit">Graphics processing unit</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">GPU</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Desktop</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_Intel_graphics_processing_units" title="List of Intel graphics processing units">Intel</a>
<ul><li><a href="Intel_Graphics_Technology" title="Intel Graphics Technology">GT</a></li>
<li><a href="Intel_Xe" title="Intel Xe">Xe</a></li>
<li><a href="Intel_Arc" title="Intel Arc">Arc</a></li></ul></li>
<li><a href="List_of_Nvidia_graphics_processing_units" title="List of Nvidia graphics processing units">Nvidia</a>
<ul><li><a href="GeForce" title="GeForce">GeForce</a></li>
<li><a href="Quadro" title="Quadro">Quadro</a></li>
<li><a href="Nvidia_Tesla" title="Nvidia Tesla">Tesla</a></li>
<li><a href="Nvidia_Tegra" class="mw-redirect" title="Nvidia Tegra">Tegra</a></li></ul></li>
<li><a href="List_of_AMD_graphics_processing_units" title="List of AMD graphics processing units">AMD</a>
<ul><li><a href="Radeon" title="Radeon">Radeon</a></li>
<li><a href="Radeon_Pro" title="Radeon Pro">Radeon Pro</a></li>
<li><a href="AMD_Instinct" title="AMD Instinct">Instinct</a></li></ul></li>
<li><a href="Matrox" title="Matrox">Matrox</a></li>
<li><a href="InfiniteReality" title="InfiniteReality">InfiniteReality</a></li>
<li><a href="NEC_%C2%B5PD7220" class="mw-redirect" title="NEC µPD7220">NEC µPD7220</a></li>
<li><a href="Comparison_of_3dfx_graphics_processing_units" class="mw-redirect" title="Comparison of 3dfx graphics processing units">3dfx Voodoo</a></li>
<li><a href="S3_Graphics" title="S3 Graphics">S3</a></li>
<li><a href="Glaze3D" title="Glaze3D">Glaze3D</a></li>
<li><a href="Apple_silicon" title="Apple silicon">Apple silicon</a></li>
<li><a href="Jingjia_Micro" title="Jingjia Micro">Jingjia Micro</a></li>
<li><a href="Tseng_Labs" title="Tseng Labs">Tseng Labs</a></li>
<li><a href="Silicon_Integrated_Systems#Graphics_chipsets" title="Silicon Integrated Systems">SiS</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Mobile</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adreno" title="Adreno">Adreno</a></li>
<li><a href="Apple_silicon" title="Apple silicon">Apple silicon</a></li>
<li><a href="Mali_(GPU)" class="mw-redirect" title="Mali (GPU)">Mali</a></li>
<li><a href="PowerVR" title="PowerVR">PowerVR</a></li>
<li><a href="VideoCore" title="VideoCore">VideoCore</a></li>
<li><a href="Vivante_Corporation" title="Vivante Corporation">Vivante</a></li>
<li><a href="Imageon" title="Imageon">Imageon</a></li>
<li><a href="Intel_2700G" title="Intel 2700G">Intel 2700G</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Architecture</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Compute_kernel" title="Compute kernel">Compute kernel</a></li>
<li><a href="Semiconductor_device_fabrication" title="Semiconductor device fabrication">Fabrication</a>
<ul><li><a href="CMOS" title="CMOS">CMOS</a></li>
<li><a href="FinFET" class="mw-redirect" title="FinFET">FinFET</a></li>
<li><a href="MOSFET" title="MOSFET">MOSFET</a></li></ul></li>
<li><a href="Graphics_pipeline" title="Graphics pipeline">Graphics pipeline</a>
<ul><li><a href="Geometry_pipelines" title="Geometry pipelines">Geometry</a></li>
<li><a href="Vertex_pipeline" title="Vertex pipeline">Vertex</a></li></ul></li>

<li><a href="Multiply%E2%80%93accumulate_operation" title="Multiply–accumulate operation">MAC</a></li>
<li><a href="Rasterisation" title="Rasterisation">Rasterisation</a>
<ul><li><a href="Shading" title="Shading">Shading</a></li></ul></li>
<li><a href="Ray-tracing_hardware" title="Ray-tracing hardware">Ray-tracing</a></li>
<li><a href="Single_instruction%2C_multiple_data" title="Single instruction, multiple data">SIMD</a>
<ul><li><a href="Single_instruction%2C_multiple_threads" title="Single instruction, multiple threads">SIMT</a></li></ul></li>
<li><a href="Tessellation_(computer_graphics)" title="Tessellation (computer graphics)">Tessellation</a></li>
<li><a href="Transform%2C_clipping%2C_and_lighting" title="Transform, clipping, and lighting">T&amp;L</a></li>
<li><a href="Tiled_rendering" title="Tiled rendering">Tiled rendering</a></li>
<li><a href="Unified_shader_model" title="Unified shader model">Unified shader model</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Components</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Blitter" title="Blitter">Blitter</a></li>
<li><a href="Geometry_processing" title="Geometry processing">Geometry processor</a></li>
<li><a href="Input%E2%80%93output_memory_management_unit" title="Input–output memory management unit">Input–output memory management unit</a></li>
<li><a href="Render_output_unit" title="Render output unit">Render output unit</a></li>
<li><a href="Shader" title="Shader">Shader unit</a></li>
<li><a href="Stream_processing" title="Stream processing">Stream processor</a></li>
<li><a href="Tensor" title="Tensor">Tensor unit</a></li>
<li><a href="Texture_mapping_unit" title="Texture mapping unit">Texture mapping unit</a></li>
<li><a href="Video_display_controller" title="Video display controller">Video display controller</a></li>
<li><a href="Video_processing_unit" class="mw-redirect" title="Video processing unit">Video processing unit</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Memory</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Direct_memory_access" title="Direct memory access">DMA</a></li>
<li><a href="Framebuffer" title="Framebuffer">Framebuffer</a></li>
<li><a href="SGRAM" class="mw-redirect" title="SGRAM">SGRAM</a>
<ul><li><a href="GDDR_SDRAM" title="GDDR SDRAM">GDDR</a></li>
<li><a href="GDDR2" class="mw-redirect" title="GDDR2">GDDR2</a></li>
<li><a href="GDDR3" class="mw-redirect" title="GDDR3">GDDR3</a></li>
<li><a href="GDDR4" class="mw-redirect" title="GDDR4">GDDR4</a></li>
<li><a href="GDDR5" class="mw-redirect" title="GDDR5">GDDR5</a></li>
<li><a href="GDDR6" class="mw-redirect" title="GDDR6">GDDR6</a></li>
<li><a href="GDDR7" class="mw-redirect" title="GDDR7">GDDR7</a></li></ul></li>
<li><a href="High_Bandwidth_Memory" title="High Bandwidth Memory">HBM</a>
<ul><li><a href="HBM2" class="mw-redirect" title="HBM2">HBM2</a></li>
<li><a href="HBM2E" class="mw-redirect" title="HBM2E">HBM2E</a></li>
<li><a href="HBM3" class="mw-redirect" title="HBM3">HBM3</a></li>
<li><a href="HBM-PIM" class="mw-redirect" title="HBM-PIM">HBM-PIM</a></li>
<li><a href="HBM3E" class="mw-redirect" title="HBM3E">HBM3E</a></li></ul></li>
<li><a href="Memory_bandwidth" title="Memory bandwidth">Memory bandwidth</a></li>
<li><a href="Memory_controller" title="Memory controller">Memory controller</a></li>
<li><a href="Shared_graphics_memory" title="Shared graphics memory">Shared graphics memory</a></li>
<li><a href="Texture_memory" title="Texture memory">Texture memory</a></li>
<li><a href="Video_RAM_(dual-ported_DRAM)" class="mw-redirect" title="Video RAM (dual-ported DRAM)">VRAM</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Form factor</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Semiconductor_intellectual_property_core" title="Semiconductor intellectual property core">IP core</a></li>
<li><a href="Video_card" class="mw-redirect" title="Video card">Discrete graphics</a>
<ul><li><a href="GPU_cluster" title="GPU cluster">Clustering</a></li>
<li><a href="GPU_switching" title="GPU switching">Switching</a></li></ul></li>
<li><a href="External_GPU" class="mw-redirect" title="External GPU">External graphics</a></li>
<li><a href="Integrated_graphics" class="mw-redirect" title="Integrated graphics">Integrated graphics</a></li>
<li><a href="System_on_a_chip" title="System on a chip">System on a chip</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Performance</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Clock_rate" title="Clock rate">Clock rate</a></li>
<li><a href="Computer_display_standard" class="mw-redirect" title="Computer display standard">Display resolution</a></li>
<li><a href="Fillrate" title="Fillrate">Fillrate</a>
<ul><li><a href="Gigapixel_image" title="Gigapixel image">Pixel/s</a></li>
<li><a href="Texel_(graphics)" title="Texel (graphics)">Texel/s</a></li></ul></li>
<li><a href="FLOPS" class="mw-redirect" title="FLOPS">FLOP/s</a></li>
<li><a href="Frame_rate" title="Frame rate">Frame rate</a></li>
<li><a href="Performance_per_watt" title="Performance per watt">Performance per watt</a></li>
<li><a href="Transistor_count" title="Transistor count">Transistor count</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Misc</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="2D_computer_graphics" title="2D computer graphics">2D</a>
<ul><li><a href="Scrolling" title="Scrolling">Scrolling</a></li>
<li><a href="Sprite_(computer_graphics)" title="Sprite (computer graphics)">Sprite</a></li>
<li><a href="Tile-based_video_game" title="Tile-based video game">Tile</a></li></ul></li>
<li><a href="3D_computer_graphics" title="3D computer graphics">3D</a>
<ul><li><a href="Global_illumination" title="Global illumination">GI</a></li>
<li><a href="Texture_mapping" title="Texture mapping">Texture</a></li></ul></li>
<li><a href="Application-specific_integrated_circuit" title="Application-specific integrated circuit">ASIC</a></li>
<li><a href="General-purpose_computing_on_graphics_processing_units" title="General-purpose computing on graphics processing units">GPGPU</a></li>
<li><a href="Graphics_library" title="Graphics library">Graphics library</a></li>
<li><a href="Hardware_acceleration" title="Hardware acceleration">Hardware acceleration</a></li>
<li><a href="Digital_image_processing" title="Digital image processing">Image processing</a>
<ul><li><a href="Image_compression" title="Image compression">Compression</a></li></ul></li>
<li><a href="Parallel_computing" title="Parallel computing">Parallel computing</a></li>
<li><a href="Vector_processor" title="Vector processor">Vector processor</a></li>
<li><a href="Video_coding_format" title="Video coding format">Video coding</a>
<ul><li><a href="Video_codec" title="Video codec">Codec</a></li></ul></li>
<li><a href="Very_long_instruction_word" title="Very long instruction word">VLIW</a></li></ul>
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This article is issued from <a class="external text" title="Last edited on 2025-05-20" href="https://en.wikipedia.org/wiki/?title=High-dynamic-range_rendering&amp;oldid=1291365568">Wikipedia</a>. The text is available under <a class="external text" href="https://creativecommons.org/licenses/by-sa/4.0/deed.en">Creative Commons Attribution-Share Alike 4.0</a> unless otherwise noted. Additional terms may apply for the media files.
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