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3D graphics eBook - Course Materials Repository

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High dynamic range rendering 62<br />

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,<br />

From<br />

NVIDIA<br />

HD 6950, HD 6870, HD 6850, HD 6770, HD 6750, HD 6670, HD 6570, HD 6450<br />

GeForce 400 Series: [21] GTX 480, GTX 475, GTX 470, GTX 465, GTX 460 GeForce 500 Series: [22] GTX 590, GTX 580,<br />

GTX 570, GTX 560 Ti, GTX 550 Ti<br />

GPUs designed for workstations<br />

Shader Model 2 Compliant (Includes versions 2.0, 2.0a and 2.0b)<br />

From ATI FireGL: Z1-128, T2-128, X1-128, X2-256, X2-256t, V3100, V3200, X3-256, V5000, V5100, V7100<br />

From NVIDIA Quadro FX: 330, 500, 600, 700, 1000, 1100, 1300, 2000, 3000<br />

Shader Model 3.0 Compliant<br />

From ATI FireGL: V7300, V7350<br />

From NVIDIA Quadro FX: 350, 540, 550, 560, 1400, 1500, 3400, 3450, 3500, 4000, 4400, 4500, 4500SDI, 4500 X2, 5500, 5500SDI<br />

From <strong>3D</strong>labs Wildcat Realizm: 100, 200, 500, 800<br />

Video games and HDR rendering<br />

With the release of the seventh generation video game consoles, and the decrease of price of capable <strong>graphics</strong> cards<br />

such as the GeForce 6, 7, and Radeon X1000 series, HDR rendering started to become a standard feature in many<br />

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.<br />

However, certain lighting styles may not benefit from HDR as much, for example, in games containing<br />

predominantly dark scenery (or, likewise, predominantly bright scenery), and thus such games may not include HDR<br />

in order to boost performance.<br />

Game Engines that Support HDR Rendering<br />

• Unreal Engine 3 [23]<br />

• Source [24]<br />

• CryEngine [25] , CryEngine 2 [26] , CryEngine 3<br />

• Dunia Engine<br />

• Gamebryo<br />

• Unity (game engine)<br />

• id Tech 5<br />

• Lithtech<br />

• Unigine [27]<br />

References<br />

[1] Simon Green and Cem Cebenoyan (2004). "High Dynamic Range Rendering (on the GeForce 6800)" (http:/ / download. nvidia. com/<br />

developer/ presentations/ 2004/ 6800_Leagues/ 6800_Leagues_HDR. pdf) (PDF). GeForce 6 Series. nVidia. pp. 3. .<br />

[2] Reinhard, Erik; Greg Ward, Sumanta Pattanaik, Paul Debevec (August 2005). High Dynamic Range Imaging: Acquisition, Display, and<br />

Image-Based Lighting. Westport, Connecticut: Morgan Kaufmann. ISBN 0125852630.<br />

[3] Greg Ward. "High Dynamic Range Imaging" (http:/ / www. anyhere. com/ gward/ papers/ cic01. pdf). . Retrieved 18 August 2009.<br />

[4] Eihachiro Nakamae; Kazufumi Kaneda, Takashi Okamoto, Tomoyuki Nishita (1990). "A lighting model aiming at drive simulators" (http:/ /<br />

doi. acm. org/ 10. 1145/ 97879. 97922). Siggraph: 395. doi:10.1145/97879.97922. .<br />

[5] Greg Spencer; Peter Shirley, Kurt Zimmerman, Donald P. Greenberg (1995). "Physically-based glare effects for digital images" (http:/ / doi.<br />

acm. org/ 10. 1145/ 218380. 218466). Siggraph: 325. doi:10.1145/218380.218466. .<br />

[6] Paul E. Debevec and Jitendra Malik (1997). "Recovering high dynamic range radiance maps from photographs" (http:/ / www. debevec. org/<br />

Research/ HDR). Siggraph. .

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