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High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
scenes by using
lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. ...
calculations done in
high dynamic range High dynamic range (HDR), also known as wide dynamic range, extended dynamic range, or expanded dynamic range, is a signal with a higher dynamic range than usual. The term is often used in discussing the dynamic ranges of images, videos, audio o ...
(HDR). This allows preservation of details that may be lost due to limiting
contrast ratio The contrast ratio (CR) is a property of a display system, defined as the ratio of the luminance of the brightest shade (white) to that of the darkest shade (black) that the system is capable of producing. A high contrast ratio is a desired aspec ...
s.
Video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. HDRR was originally required to tone map the rendered image onto Standard Dynamic Range (SDR) displays, as the first HDR capable displays 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. Graphics processor company
Nvidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
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.


History

The use of
high-dynamic-range imaging High dynamic range (HDR), also known as wide dynamic range, extended dynamic range, or expanded dynamic range, is a signal with a higher dynamic range than usual. The term is often used in discussing the dynamic ranges of images, videos, audio or ...
(HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source
Radiance In radiometry, radiance is the radiant flux emitted, reflected, transmitted or received by a given surface, per unit solid angle per unit projected area. Radiance is used to characterize diffuse emission and reflection of electromagnetic radiati ...
rendering and ''lighting simulation'' 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. 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. In 1995, Greg Spencer presented ''Physically-based glare effects for digital images'' at
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
, providing a quantitative model for flare and blooming in the human eye. In 1997, Paul Debevec presented ''Recovering high dynamic range radiance maps from photographs'' at SIGGRAPH, and the following year presented ''Rendering synthetic objects into real scenes''. These two papers laid the framework for creating HDR ''light probes'' of a location, and then using this probe to light a rendered scene. 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 light probe data to provide realistic lighting solutions. In gaming applications, '' Riven: The Sequel to Myst'' in 1997 used an HDRI postprocessing shader directly based on Spencer's paper. After E3 2003,
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
released a demo movie of their Source engine rendering a cityscape in a high dynamic range. The term was not commonly used again until E3 2004, where it gained much more attention when
Epic Games Epic Games, Inc. is an American Video game developer, video game and software development, software developer and video game publisher, publisher based in Cary, North Carolina. The company was founded by Tim Sweeney (game developer), Tim Sween ...
showcased
Unreal Engine 3 Unreal Engine 3 (UE3) is the third version of Unreal Engine developed by Epic Games. Unreal Engine 3 was one of the first game engines to support multithreading. It used DirectX 9 as its baseline graphics API, simplifying its rendering code. The ...
and Valve announced '' Half-Life 2: Lost Coast'' in 2005, coupled with open-source engines such as OGRE 3D and open-source games like ''
Nexuiz ''Nexuiz'' is a free first-person shooter video game developed and published by Alientrap. It was released on May 31, 2005 under the GNU General Public License (GPL) and uses the DarkPlaces engine, a modified ''Quake'' engine. A remake, also ...
''. By the 2010s, HDR displays first became available. With higher contrast ratios, it is possible for HDRR to reduce or eliminate
tone mapping Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Print-outs, C ...
, resulting in an even more realistic image.


Examples

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. 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 reflections and
refraction In physics, refraction is the redirection of a wave as it passes from one transmission medium, 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 commo ...
s, 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.


Limitations and compensations


Human eye

The
human eye The human eye is a sensory organ in the visual system that reacts to light, visible light allowing eyesight. Other functions include maintaining the circadian rhythm, and Balance (ability), keeping balance. The eye can be considered as a living ...
can perceive scenes with a very high dynamic
contrast ratio The contrast ratio (CR) is a property of a display system, defined as the ratio of the luminance of the brightest shade (white) to that of the darkest shade (black) that the system is capable of producing. A high contrast ratio is a desired aspec ...
, around 1,000,000:1.
Adaptation In biology, adaptation has three related meanings. Firstly, it is the dynamic evolutionary process of natural selection that fits organisms to their environment, enhancing their evolutionary fitness. Secondly, it is a state reached by the p ...
is achieved in part through adjustments of the iris 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.


Output to displays

Although many manufacturers claim very high numbers,
plasma displays A plasma display panel is a type of flat-panel display that uses small cells containing Plasma (physics), plasma: Ionization, ionized gas that responds to electric fields. Plasma televisions were the first large (over diagonal) flat-panel displ ...
,
liquid-crystal display A liquid-crystal display (LCD) is a flat-panel display or other Electro-optic modulator, electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers to display information. Liq ...
s, and CRT displays 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. Some increase in dynamic range in
LCD monitors A liquid-crystal display (LCD) is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers to display information. Liquid crystals do not emi ...
can be achieved by automatically reducing the backlight for dark scenes. For example, LG calls this technology "Digital Fine Contrast"; 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.
OLED An organic light-emitting diode (OLED), also known as organic electroluminescent (organic EL) diode, is a type of light-emitting diode (LED) in which the emissive electroluminescent layer is an organic compound film that emits light in respon ...
displays have better dynamic range capabilities than LCDs, similar to plasma but with lower power consumption. Rec. 709 defines the color space for
HDTV High-definition television (HDTV) describes a television or video system which provides a substantially higher image resolution than the previous generation of technologies. The term has been used since at least 1933; in more recent times, it ref ...
, and Rec. 2020 defines a larger but still incomplete color space for
ultra-high-definition television Ultra-high-definition television (also known as Ultra HD television, Ultra HD, UHDTV, UHD and Super Hi-Vision) today includes 4K resolution#Resolutions, 4K UHD and 8K resolution#Resolutions, 8K UHD, which are two digital video formats with an ...
. Since the 2010s, OLED and other HDR display technologies have reduced or eliminated the need for
tone mapping Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Print-outs, C ...
HDRR to standard dynamic range.


Light bloom

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.


Flare

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. 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
tone mapping Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Print-outs, C ...
is done relative to what the virtual scene camera sees, combined with several full screen effects, e.g. to simulate dust in the air which is lit by direct sunlight in a dark cavern, or the scattering in the eye.
Tone mapping Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Print-outs, C ...
and blooming shaders can be used together to help simulate these effects.


Tone mapping

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. HDR displays with higher dynamic range capabilities can reduce or eliminate the tone mapping required after HDRR, resulting in an even more realistic image.


Applications in computer entertainment

Currently HDRR has been prevalent in
games A game is a Structure, structured type of play (activity), play usually undertaken for entertainment or fun, and sometimes used as an Educational game, educational tool. Many games are also considered to be Work (human activity), work (such as p ...
, primarily for PCs,
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
's
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the Xbox (console), original Xbox, it is the second console in the Xbox#Consoles, Xbox series. It was officially unveiled on MTV on May 12, 2005, with detail ...
, and
Sony is a Japanese multinational conglomerate (company), conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including Sony Corporation (electronics), Sony Semiconductor Solutions (i ...
's
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed and marketed by Sony Computer Entertainment (SCE). It is the successor to the PlayStation 2, and both are part of the PlayStation brand of consoles. The PS3 was first released on ...
. It has also been simulated on the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 Novembe ...
,
GameCube The is a PowerPC-based home video game console developed and marketed by Nintendo. It was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the suc ...
,
Xbox Xbox is a video gaming brand that consists of four main home video game console lines, as well as application software, applications (games), the streaming media, streaming service Xbox Cloud Gaming, and online services such as the Xbox networ ...
and
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
systems. Sproing Interactive Media has announced that their new Athena game engine for the
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, f ...
will support HDRR, adding Wii to the list of systems that support it. In
desktop publishing Desktop publishing (DTP) is the creation of documents using dedicated software on a personal ("desktop") computer. It was first used almost exclusively for print publications, but now it also assists in the creation of various forms of online co ...
and gaming, color values are often processed several times over. As this includes multiplication and division (which can accumulate
rounding errors In computing, a roundoff error, also called rounding error, is the difference between the result produced by a given algorithm using exact arithmetic and the result produced by the same algorithm using finite-precision, rounded arithmetic. Ro ...
), it is useful to have the extended accuracy and range of 16 bit integer or 16 bit
floating point In computing, floating-point arithmetic (FP) is arithmetic on subsets of real numbers formed by a ''significand'' (a signed sequence of a fixed number of digits in some base) multiplied by an integer power of that base. Numbers of this form ...
formats. This is useful irrespective of the aforementioned limitations in some hardware.


Development of HDRR through DirectX

Complex shader effects began their days with the release of Shader Model 1.0 with
DirectX Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct" ...
8. Shader Model 1.0 illuminated 3D worlds with what is called standard lighting. Standard lighting, however, had two problems: #Lighting precision was confined to 8 bit integers, which limited the contrast ratio to 256:1. Using the HVS color model, 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). #Lighting calculations were
integer An integer is the number zero (0), a positive natural number (1, 2, 3, ...), or the negation of a positive natural number (−1, −2, −3, ...). The negations or additive inverses of the positive natural numbers are referred to as negative in ...
based, which didn't offer as much accuracy because the real world is not confined to whole numbers. On December 24, 2002,
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
released a new version of
DirectX Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct" ...
. 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
graphics card A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a displa ...
s to support DirectX 9.0 natively was ATI's Radeon 9700, 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 Radeon X series and NVIDIA's
GeForce FX The GeForce FX or "GeForce 5" series (codenamed NV30) is a line of graphics processing units from the manufacturer Nvidia. Overview Nvidia's GeForce FX series is the fifth generation of the GeForce line. With GeForce 3, the company introduced p ...
series of graphics processing units. On August 9, 2004, Microsoft updated DirectX once more to DirectX 9.0c. This also exposed the Shader Model 3.0 profile for
High-Level Shader Language The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language ...
(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 floating-point based.
NVIDIA Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
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. 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). 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.


Development of HDRR through OpenGL

It is possible to develop HDRR through
GLSL OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipe ...
shader starting from
OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typic ...
1.4 onwards.


Game engines that support HDR rendering

*
Unreal Engine 5 Unreal Engine 5 (UE5) is the latest version of Unreal Engine developed by Epic Games. It was revealed in May 2020 and officially released in April 2022. Unreal Engine 5 includes multiple upgrades and new features, including Nanite, a system that ...
*
Unreal Engine 4 Unreal Engine 4 (UE4) is the fourth version of Unreal Engine developed by Epic Games. UE4 began development in 2003 and was released in March 2014, with the first game using UE4 being released in April 2014. UE4 introduced support for Physically ...
*
Unreal Engine 3 Unreal Engine 3 (UE3) is the third version of Unreal Engine developed by Epic Games. Unreal Engine 3 was one of the first game engines to support multithreading. It used DirectX 9 as its baseline graphics API, simplifying its rendering code. The ...
* Chrome Engine 3 * Source * Source 2 * Serious Engine 2 * MT Framework 2 * RE Engine * REDengine 3 *
CryEngine CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in ''Far Cry (video game), Far Cry'', and continues to be updated to sup ...
,
CryEngine 2 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in ''Far Cry (video game), Far Cry'', and continues to be updated to sup ...
,
CryEngine 3 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in '' Far Cry'', and continues to be updated to support new consoles and ...
* Dunia Engine * Gamebryo *
Godot (game engine) Godot ( ) is a cross-platform, free and open-source game engine released under the permissive MIT license. It was initially developed in Buenos Aires by Argentine software developers Juan Linietsky and Ariel Manzur for several companies in La ...
* Decima * Unity *
id Tech 5 id Tech 5 is a proprietary software, proprietary game engine developed by id Software. It followed its predecessors, id Tech 1, id Tech 2, 2, id Tech 3, 3 and id Tech 4, 4, all of which had subsequently been published under the GNU General Publi ...
* LithTech * Unigine * Frostbite 2 * Real Virtuality 2, 3, and 4 * HPL Engine 3 * Babylon JS * Torque 3D * X-Ray Engine


See also

*
Ambient occlusion In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occlude ...
*
Shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...


References


External links


NVIDIA's HDRR technical summary
(
PDF Portable document format (PDF), standardized as ISO 32000, is a file format developed by Adobe Inc., Adobe in 1992 to present documents, including text formatting and images, in a manner independent of application software, computer hardware, ...
)
A HDRR Implementation with OpenGL 2.0OpenGL HDRR ImplementationHigh Dynamic Range Rendering in OpenGL
(
PDF Portable document format (PDF), standardized as ISO 32000, is a file format developed by Adobe Inc., Adobe in 1992 to present documents, including text formatting and images, in a manner independent of application software, computer hardware, ...
)
Microsoft's technical brief on SM3.0 in comparison with SM2.0Tom's Hardware: New Graphics Card Features of 2006techPowerUp! GPU DatabaseRequiem by TBL, featuring real-time HDR rendering in softwareList of video games supporting HDRExamples of high dynamic range photography
{{Graphics Processing Unit 3D rendering High dynamic range