High-dynamic-range Rendering
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High-dynamic-range Rendering
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 contrast ratios. Video games and Computer animation, computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. 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. History The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance (software), Radiance rendering and ''lighting simulation'' software which created the first file format to retain a high-dynamic-range im ...
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Lost Coast HDR Comparison
Lost may refer to getting lost, or to: Geography *Lost, Aberdeenshire, a hamlet in Scotland *Lake Okeechobee Scenic Trail, or LOST, a hiking and cycling trail in Florida, US History *Abbreviation of lost work, any work which is known to have been created but has not survived to the present day Arts, entertainment, and media Films * ''Lost'' (1950 film), a Mexican film directed by Fernando A. Rivero * ''Lost'' (1956 film), a British thriller starring David Farrar * ''Lost'' (1983 film), an American film directed by Al Adamson * ''Lost!'' (film), a 1986 Canadian film directed by Peter Rowe * ''Lost'' (2004 film), an American thriller starring Dean Cain * ''The Lost'' (2006 film), an American psychological horror starring Marc Senter Games *'' Lost: Via Domus'', a 2008 video game by Ubisoft based on the ''Lost'' TV series * ''The Lost'' (video game), a 2002 vaporware game by Irrational Games Literature * ''Lost'' (Maguire novel), a 2001 horror/mystery novel by Gregory Maguire * ...
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The Sequel To Myst
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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Iris (anatomy)
In humans and most mammals and birds, the iris (plural: ''irides'' or ''irises'') is a thin, annular structure in the eye, responsible for controlling the diameter and size of the pupil, and thus the amount of light reaching the retina. Eye color is defined by the iris. In optical terms, the pupil is the eye's aperture, while the iris is the diaphragm. Structure The iris consists of two layers: the front pigmented fibrovascular layer known as a stroma and, beneath the stroma, pigmented epithelial cells. The stroma is connected to a sphincter muscle (sphincter pupillae), which contracts the pupil in a circular motion, and a set of dilator muscles ( dilator pupillae), which pull the iris radially to enlarge the pupil, pulling it in folds. The sphincter pupillae is the opposing muscle of the dilator pupillae. The pupil's diameter, and thus the inner border of the iris, changes size when constricting or dilating. The outer border of the iris does not change size. The constricti ...
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Adaptation (eye)
In visual physiology, adaptation is the ability of the retina of the eye to adjust to various levels of light. Natural night vision, or scotopic vision, is the ability to see under low-light conditions. In humans, rod cells are exclusively responsible for night vision as cone cells are only able to function at higher illumination levels. Night vision is of lower quality than day vision because it is limited in resolution and colors cannot be discerned; only shades of gray are seen. In order for humans to transition from day to night vision they must undergo a dark adaptation period of up to two hours in which each eye adjusts from a high to a low luminescence "setting", increasing sensitivity hugely, by many orders of magnitude. This adaptation period is different between rod and cone cells and results from the regeneration of photopigments to increase retinal sensitivity. Light adaptation, in contrast, works very quickly, within seconds. Efficiency The human eye can functio ...
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Human Eye
The human eye is a sensory organ, part of the sensory nervous system, that reacts to visible light and allows humans to use visual information for various purposes including seeing things, keeping balance, and maintaining circadian rhythm. The eye can be considered as a living optical device. It is approximately spherical in shape, with its outer layers, such as the outermost, white part of the eye (the sclera) and one of its inner layers (the pigmented choroid) keeping the eye essentially light tight except on the eye's optic axis. In order, along the optic axis, the optical components consist of a first lens (the cornea—the clear part of the eye) that accomplishes most of the focussing of light from the outside world; then an aperture (the pupil) in a diaphragm (the iris—the coloured part of the eye) that controls the amount of light entering the interior of the eye; then another lens (the crystalline lens) that accomplishes the remaining focussing of light into ...
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Refraction
In physics, refraction is the redirection of a wave as it passes from one medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenomenon, but other waves such as sound waves and water waves also experience refraction. How much a wave is refracted is determined by the change in wave speed and the initial direction of wave propagation relative to the direction of change in speed. For light, refraction follows Snell's law, which states that, for a given pair of media, the ratio of the sines of the angle of incidence ''θ1'' and angle of refraction ''θ2'' is equal to the ratio of phase velocities (''v''1 / ''v''2) in the two media, or equivalently, to the refractive indices (''n''2 / ''n''1) of the two media. :\frac =\frac=\frac Optical prisms and lenses use refraction to redirect light, as does the human eye. The refractive index of materials varies with the wavelengt ...
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Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The ''law of reflection'' says that for specular reflection (for example at a mirror) the angle at which the wave is incident on the surface equals the angle at which it is reflected. In acoustics, reflection causes echoes and is used in sonar. In geology, it is important in the study of seismic waves. Reflection is observed with surface waves in bodies of water. Reflection is observed with many types of electromagnetic wave, besides visible light. Reflection of Very high frequency, VHF and higher frequencies is important for radio transmission and for radar. Even hard X-rays and gamma rays can be reflected at shallow angles with special "grazing" mirrors. Reflection of light Reflection of light is either ''Specular reflection, specular'' (mi ...
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Nexuiz
''Nexuiz'' is a free first-person shooter video game developed and published by Alientrap. The game was released under the GNU General Public License (GPL) and uses the DarkPlaces engine, a modified ''Quake'' engine. A remake, also called ''Nexuiz'', has been released for Steam and Xbox 360 using CryEngine 3. The original game was released on May 31, 2005. Gameplay ''Nexuiz'' is primarily multiplayer (though it includes a full single-player campaign, which allows one to play through the various multiplayer game types and maps with bots), and allows for hosting and joining of games. It supports new gametypes, or whole conversions quickly applied to it (much like '' Quake''). Development ''Nexuiz'' development started as a ''Quake'' modification in the summer of 2001 by Lee Vermeulen. Soon afterward the project moved to the DarkPlaces engine created by Ashley Hale, who later also joined the project. The original design called for a simple deathmatch project with a few lev ...
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OGRE 3D
An ogre ( feminine: ogress) is a legendary monster depicted as a large, hideous, man-like being that eats ordinary human beings, especially infants and children. Ogres frequently feature in mythology, folklore, and fiction throughout the world. They appear in many classic works of literature, and are most often associated in fairy tales and legend with a taste for infants. In mythology, ogres are often depicted as inhumanly large, tall, and having a disproportionately large head, abundant hair, unusually colored skin, a voracious appetite, and a strong body. Ogres are closely linked with giants and with human cannibals in mythology. In both folklore and fiction, giants are often given ogrish traits (such as the giants in "Jack and the Beanstalk" and " Jack the Giant Killer", the Giant Despair in ''The Pilgrim's Progress'', and the Jötunn of Norse mythology); while ogres may be given giant-like traits. Famous examples of ogres in folklore include the ogre in "Puss in Boot ...
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Lost Coast
The Lost Coast is a mostly natural and undeveloped area of the California North Coast in Humboldt and Mendocino Counties, which includes the King Range. It was named the "Lost Coast" after the area experienced depopulation in the 1930s. In addition, the steepness and related geotechnical challenges of the coastal mountains made this stretch of coastline too costly for state highway or county road builders to establish routes through the area, leaving it the most undeveloped and remote portion of the California coast. Without any major highways, communities in the Lost Coast region such as Petrolia, Shelter Cove, and Whitethorn are isolated from the rest of California. The region lies roughly between Rockport and Ferndale. At the south end, State Route 1, which runs very close along the coast for most of its length, suddenly turns inland at Rockport before merging with U.S. Route 101 at Leggett. At the north end, State Route 211 begins its journey at Ferndale, heading to ...
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Unreal Engine Technology
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has seen adoption by other industries, most notably the film and television industry. Unreal Engine is written in C++ and features a high degree of portability, supporting a wide range of desktop, mobile, console, and virtual reality platforms. The latest generation, Unreal Engine 5, was launched in April 2022. Its source code is available on GitHub after registering an account, and commercial use is granted based on a royalty model. Epic waives their royalties margin for games until developers have earned in revenue and the fee is waived if developers publish on the Epic Games Store. Epic has included features from acquired companies like Quixel in the engine, which is seen as helped by ''Fortnite'''s revenue. H ...
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Epic Games
Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, Maryland. Following its first commercial video game release, '' ZZT'' (1991), the company became Epic MegaGames, Inc. in early 1992 and brought on Mark Rein, who has been its vice president since. After moving the headquarters to Cary in 1999, the studio changed its name to Epic Games. Epic Games develops Unreal Engine, a commercially available game engine which also powers their internally developed video games, such as ''Fortnite'' and the ''Unreal'', '' Gears of War'' and ''Infinity Blade'' series. In 2014, Unreal Engine was named the "most successful videogame engine" by ''Guinness World Records''. Epic Games owns the game developers Chair Entertainment, Psyonix, Mediatonic and Harmonix, as well as cloud-based software developer Clou ...
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