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High Dynamic Range Lighting

Dynamic Gamma Using Sampled Scene Luminance |  |
Abstract: The human eye constantly samples the brightness of available light and dialates the pupil in response. This variable sensitivity allows it to operate under a much wider range of lighting conditions from dark to bright. By sampling the frame buffer and adjusting the output gamma based on analysis of the data, the technique outlined in this article is able to simulate this type of variable sensitivity and make much better use of video's limited dynamic range. The same technique also allows the simulation of a number of visual phenomena that occur as the eye responds to changing, high dynamic range lighting.
High Dynamic Range Lighting
Abstract: This session shows how to create more realistic environments and lighting through high dynamic imagery and image-based lighting. The course presents how high dynamic range imagery (HDRI) covering the full range of light in the real world can as texture maps in real-time virtual environments and as realistic sources of illumination for CG objects and characters. The course explains the relationship between HDRI, Image-Based Lighting, and Global Illumination, and how the three can be used together to create renderings and composites with extremely high realism. Examples are given using renderings from LightWave 3D, Maya, RADIANCE, and the Arnold rendering system. HDRI file formats, manipulation software, special blur and glare effects, and issues surrounding gamma correction are presented.
Practical Implementation of High Dynamic Range Rendering
Abstract: For game real-time graphics, the visual expression attractiveness is more important than rendering accuracy. It is difficult to create attractive images just from more precise calculation. It is important to understand the differences between HDR and LDR and which is appropriate according to the type of expressions. This lecture should help clarify some of the problems when equipping HDR, introduce some techniques of HDR expressions that are possible to use on present hardware, DX8 and DX9, and indicate the expressions that can be advanced from HDR.
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