High dynamic range rendering 61 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 will allow for 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 in DirectX 11, On Windows Vista and Windows 7, 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 shader starting from OpenGL 1.4 onwards. GPUs that support HDRR This is a list of <strong>graphics</strong> processing units that may or can support HDRR. It is implied that because the minimum requirement for HDR rendering is Shader Model 2.0 (or in this case DirectX 9), any <strong>graphics</strong> card that supports Shader Model 2.0 can do HDR rendering. However, HDRR may greatly impact the performance of the software using it if the device is not sufficiently powerful. GPUs designed for games Shader Model 2 Compliant (Includes versions 2.0, 2.0a and 2.0b) From ATI R300 series: 9500, 9500 Pro, 9550, 9550 SE, 9600, 9600 SE, 9600 TX, 9600 AIW, 9600 Pro, 9600 XT, 9650, 9700, 9700 AIW, 9700 Pro, 9800, 9800 SE, 9800 AIW, 9800 Pro, 9800XT, X300, X300 SE, X550, X600 AIW, X600 Pro, X600 XT R420 series: X700, X700 Pro, X700 XT, X800, X800SE, X800 GT, X800 GTO, X800 Pro, X800 AIW, X800 XL, X800 XT, X800 XTPE, X850 Pro, X850 XT, X850 XTPE Radeon RS690: X1200 mobility From NVIDIA From S3 Graphics GeForce FX (includes PCX versions): 5100, 5200, 5200 SE/XT, 5200 Ultra, 5300, 5500, 5600, 5600 SE/XT, 5600 Ultra, 5700, 5700 VE, 5700 LE, 5700 Ultra, 5750, 5800, 5800 Ultra, 5900 5900 ZT, 5900 SE/XT, 5900 Ultra, 5950, 5950 Ultra Delta Chrome: S4, S4 Pro, S8, S8 Nitro, F1, F1 Pole Gamma Chrome: S18 Pro, S18 Ultra, S25, S27 From SiS Xabre: Xabre II From XGI Volari: V3 XT, V5, V5, V8, V8 Ultra, Duo V5 Ultra, Duo V8 Ultra, 8300, 8600, 8600 XT Shader Model 3.0 Compliant From ATI R520 series: X1300 HyperMemory Edition, X1300, X1300 Pro, X1600 Pro, X1600 XT, X1650 Pro, X1650 XT, X1800 GTO, X1800 XL AIW, X1800 XL, X1800 XT, X1900 AIW, X1900 GT, X1900 XT, X1900 XTX, X1950 Pro, X1950 XT, X1950 XTX, Xenos (Xbox 360) From NVIDIA GeForce 6: 6100, 6150, 6200 LE, 6200, 6200 TC, 6250, 6500, 6600, 6600 LE, 6600 DDR2, 6600 GT, 6610 XL, 6700 XL, 6800, 6800 LE, 6800 XT, 6800 GS, 6800 GTO, 6800 GT, 6800 Ultra, 6800 Ultra Extreme GeForce 7: 7300 LE, 7300 GS, 7300 GT, 7600 GS, 7600 GT, 7800 GS, 7800 GT, 7800 GTX, 7800 GTX 512MB, 7900 GS, 7900 GT, 7950 GT, 7900 GTO, 7900 GTX, 7900 GX2, 7950 GX2, 7950 GT, RSX (PlayStation 3) Shader Model 4.0/4.1* Compliant From ATI R600 series: [14] HD 2900 XT, HD 2900 Pro, HD 2900 GT, HD 2600 XT, HD 2600 Pro, HD 2400 XT, HD 2400 Pro, HD 2350, HD 3870*, HD 3850*, HD 3650*, HD 3470*, HD 3450*, HD 3870 X2* R700 series: [15] HD 4870 X2, HD 4890, HD 4870*, HD4850*, HD 4670*, HD 4650* From NVIDIA GeForce 8: [16] 8800 Ultra, 8800 GTX, 8800 GT, 8800 GTS, 8800GTS 512MB, 8800GS, 8600 GTS, 8600 GT, 8600M GS, 8600M GT, 8500 GT, 8400 GS, 8300 GS, 8300 GT, 8300 GeForce 9 Series: [17] 9800 GX2, 9800 GTX (+), 9800 GT, 9600 GT, 9600 GSO, 9500 GT, 9400 GT, 9300 GT, 9300 GS, 9200 GT GeForce 200 Series: [18] GTX 295, GTX 285, GTX 280, GTX 275, GTX 260, GTS 250, GTS240, GT240*, GT220* Shader Model 5.0 Compliant
High dynamic range rendering 62 From ATI R800 Series: [19] HD 5750, HD 5770, HD 5850, HD 5870, HD 5870 X2, HD 5970* R900 Series: [20] HD 6990, HD 6970, From NVIDIA HD 6950, HD 6870, HD 6850, HD 6770, HD 6750, HD 6670, HD 6570, HD 6450 GeForce 400 Series: [21] GTX 480, GTX 475, GTX 470, GTX 465, GTX 460 GeForce 500 Series: [22] GTX 590, GTX 580, GTX 570, GTX 560 Ti, GTX 550 Ti GPUs designed for workstations Shader Model 2 Compliant (Includes versions 2.0, 2.0a and 2.0b) From ATI FireGL: Z1-128, T2-128, X1-128, X2-256, X2-256t, V3100, V3200, X3-256, V5000, V5100, V7100 From NVIDIA Quadro FX: 330, 500, 600, 700, 1000, 1100, 1300, 2000, 3000 Shader Model 3.0 Compliant From ATI FireGL: V7300, V7350 From NVIDIA Quadro FX: 350, 540, 550, 560, 1400, 1500, 3400, 3450, 3500, 4000, 4400, 4500, 4500SDI, 4500 X2, 5500, 5500SDI From <strong>3D</strong>labs Wildcat Realizm: 100, 200, 500, 800 Video games and HDR rendering With the release of the seventh generation video game consoles, and the decrease of price of capable <strong>graphics</strong> cards such as the GeForce 6, 7, and Radeon X1000 series, HDR rendering started to become a standard feature in many games in late 2006. Options may exist to turn the feature on or off, as it is stressful for <strong>graphics</strong> cards to process. However, certain lighting styles may not benefit from HDR as much, for example, in games containing predominantly dark scenery (or, likewise, predominantly bright scenery), and thus such games may not include HDR in order to boost performance. Game Engines that Support HDR Rendering • Unreal Engine 3 [23] • Source [24] • CryEngine [25] , CryEngine 2 [26] , CryEngine 3 • Dunia Engine • Gamebryo • Unity (game engine) • id Tech 5 • Lithtech • Unigine [27] References [1] Simon Green and Cem Cebenoyan (2004). "High Dynamic Range Rendering (on the GeForce 6800)" (http:/ / download. nvidia. com/ developer/ presentations/ 2004/ 6800_Leagues/ 6800_Leagues_HDR. pdf) (PDF). GeForce 6 Series. nVidia. pp. 3. . [2] Reinhard, Erik; Greg Ward, Sumanta Pattanaik, Paul Debevec (August 2005). High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting. Westport, Connecticut: Morgan Kaufmann. ISBN 0125852630. [3] Greg Ward. "High Dynamic Range Imaging" (http:/ / www. anyhere. com/ gward/ papers/ cic01. pdf). . Retrieved 18 August 2009. [4] Eihachiro Nakamae; Kazufumi Kaneda, Takashi Okamoto, Tomoyuki Nishita (1990). "A lighting model aiming at drive simulators" (http:/ / doi. acm. org/ 10. 1145/ 97879. 97922). Siggraph: 395. doi:10.1145/97879.97922. . [5] Greg Spencer; Peter Shirley, Kurt Zimmerman, Donald P. Greenberg (1995). "Physically-based glare effects for digital images" (http:/ / doi. acm. org/ 10. 1145/ 218380. 218466). Siggraph: 325. doi:10.1145/218380.218466. . [6] Paul E. Debevec and Jitendra Malik (1997). "Recovering high dynamic range radiance maps from photographs" (http:/ / www. debevec. org/ Research/ HDR). Siggraph. .
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Reflection mapping 158 Cube mapping
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Rendering 162 • indirect illumina
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Rendering 164 Ray tracing Ray traci
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Scanline rendering 172 Comparison w
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Texture synthesis 218 • Structure
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Volume rendering 240 Maximum intens
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Volumetric lighting 244 References
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Voxel 246 • Outcast, a game made
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