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High Dynamic Range (HDR) Technology Analysis

THG writes "CoolTechZone.com has published an analysis of Valve's High Dynamic Range, or HDR, technology that enhances graphics in video games. This new video/gaming graphics technology is expected to debut soon with Valve's Half-Life 2: Lost Coast title. According to the article, 'HDR, or High Dynamic Range, is a lighting process that's been designed to emulate in-game or artificially generated lighting to closely mirror the changes we see in the real world. In simpler terms, HDR allows you to make the objects brighter by allowing them to use the full brightness capabilities of the monitor and not just the brightness level at which they have been shot with (or rendered with) in the scene.'"

231 comments

  1. Article text, non-paginated, for your convenience by Karma+Troll · · Score: 2, Informative

    HDR (High Dynamic Range) Technology: An Overview

    Written by Varun Dubey
    Manufacturer: Various
    Monday, 31 October 2005


    (Review) - We've all played Half-Life and it's sequel Half-Life 2. The difference between the two games, in terms of graphics, is tremendous, and now Valve has gone ahead and updated the gaming engine to give you a level of detail and realism that you thought wouldn't be possible until perhaps the next round of game releases.

    HDR, or High Dynamic Range, is a lighting process that's been designed to emulate in-game or artificially generated lighting to closely mirror the changes we see in the real world.

    In simpler terms, HDR allows you to make the objects brighter by allowing them to use the full brightness capabilities of the monitor and not just the brightness level at which they have been shot with (or rendered with) in the scene.

    HDR is, by definition, the ratio of the largest to lowest measurable value of a signal. As of today, the 16-bit formats use color component values from 0 (for black) to 1 (for white), but you can't define colors with increased vibrancy and shine by inputting value 2 for white to make it whiter than its traditional shade. Think about your breathing. That's right - inhale and exhale voluntarily. This can limit lighting effects such as the glint on the metal blade of POP Warrior Within.

    Using HDR, you can specify values that are far outside the redundant 0-1 ranges we are used to currently. To give you an everyday example, when you drive on a sunny day, it often happens that the minute you come out of the tunnel, the sunlight seems blazingly brilliant as your eyes take sometime to adjust to the difference in the light intensities. In a game like NFS, replicating this realistic phenomenon is difficult and nearly impossible for the lack of the ability to specify whiteness beyond level 1, but with HDR, you can accomplish just that, which is why it's important to gamers that demand realism from their games.

    Up until now, such effects were being achieved by a technique known as Blooming. This technique allows you to let the light from an overly bright object spill on to the particles around it, thereby making them appear brighter and ensuring enhanced visibility in titles.

    The process, however, does not just work to increase the brightness of whites, but it also ensures that the blacks appear blacker and deeper while enhancing the subtle details of the image.

    How does it work? Traditionally, images are stored in the RGB format, where each pixel knows exactly how much of these three colors it's supposed to display to give you accurate images.

    The problem with this is that an image might be very bright, but how much of that brightness we see is dependent solely on the monitor we are displaying it on and no monitor in the world today can display anywhere close to the range of brightness levels that we can experience through our eyes.

    We all know that we can shoot various photographs of the same scene and make it look completely different by just changing the exposure settings. For instance, if you're taking the photographs of the night sky in the Auto mode of your camera, it will come out mostly black and will be pretty much useless, but if you put the shutter speed at around 10-15 seconds and then take a photograph by keeping all other settings constant, you will get a completely different look and feel of the same night sky with greater depth and detail that you missed earlier with Auto mode. The problems with this kind of photography are obvious because if your scene has a bright object in it, it will get completely killed due to over-exposure.

    Basically, if you take picture with exposure at a low setting, you'll be able to capture greater details of overly bright objects, and if you take the exposure settings to a very high level, then you'll be able to get the images of even the most dimly lit objects and here in lies the contradiction.

  2. AnandTech's review from a month ago was better... by MLopat · · Score: 5, Informative

    Personally, I liked AnandTech's review from a month ago better. If you're interested, its available here.

  3. Lets do the time warp again... by irc.goatse.cx+troll · · Score: 5, Informative

    "This new video/gaming graphics technology is expected to debut soon with Valve's Half-Life 2: Lost Coast title."

    Its okay to post old news, but Lost Coast is already out, as is DoD:S which also uses HDR.

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    1. Re:Lets do the time warp again... by PatrickThomson · · Score: 1

      I also saw an option for HDR in Serious Sam 2, which has been out for some time now. I don't have the graphics card to see if it's the same thing, however.

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
    2. Re:Lets do the time warp again... by montyzooooma · · Score: 1

      And I'm pretty sure Far Cry implemented a version of HDR as well and that was out last year.

    3. Re:Lets do the time warp again... by BinaryOpty · · Score: 1

      The article's dated Oct 31st, which means it was released after Lost Coast came out! Those must be some pretty bad editors over there.

    4. Re:Lets do the time warp again... by Pxtl · · Score: 1

      Whoa, didn't notice that. Will have to try that next time I play - hope it won't bring my 9600 to it's knees.

    5. Re:Lets do the time warp again... by jimbonics · · Score: 0

      Lost Coast isn't out. The "demo" is. This demo steps you through all of the cool aspects of HDR, and provides commentary. Lost Coast is NOT out. DOD:S doesn't use it either. At least not what Valve is pumping up in the Lost Coast Demo.

    6. Re:Lets do the time warp again... by irc.goatse.cx+troll · · Score: 1

      Day of Defeat: Source takes the classic gameplay of the original Day of Defeat and improves the experience with Source, the advanced engine technology Valve created for Half-Life 2. With this technology, DoD: Source offers state of the art graphics (including support for HDR lighting) in optimized versions of popular maps, plus redesigned sound and all new player, weapon, and world models.

      From http://www.dayofdefeat.com/

      Not that valve hasnt blatantly lied about features before. Like the great dynamic terrain they showed off in the e3 demo..that doesnt even change the bounding box (as in, if you raised the floor up 32 units, you'd just be waste high in floor rather than actually standing 32 units higher.)

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    7. Re:Lets do the time warp again... by PatrickThomson · · Score: 1

      I feel for you, I still have a 9000. Games look ok but I can't play them if I see some good screenshots, just put them on ice for when I get a better card.

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
  4. HDR Wizards by Anonymous Coward · · Score: 5, Informative

    http://debevec.org/ lots of info here

  5. Wish List by debilo · · Score: 4, Funny

    My wish list for Christmas 2005:

    - Ending world hunger
    - Finding a cure for AIDS
    - Making objects brighter by allowing them to use the full brightness capabilities of the monitor

    Only two more to go! Thanks, Slashdot, for bringing this to my attention!

    1. Re:Wish List by Idealius · · Score: 1

      'news for nerds'

      most nerds don't have aids and aren't starving. :)

    2. Re:Wish List by BillTheKatt · · Score: 2, Funny

      Don't forget Duke Nukem Forever! Isn't that coming out with HDR lighting? Or was that CGA graphics? I can't remember, it's been so long...

    3. Re:Wish List by Patrik_AKA_RedX · · Score: 1

      Duke nukem forever? Yes, I remember about that myth. Many, many years ago, when the internet had manual packet handling, in that time you wrote your packet on a sheet of paper, wrote the IP and port on an envelope and had someone deliver it to the receiver, there was already mentionings on a mystical game that would be soon released. It would be a magical game that would display real life graphics, cure AIDS and end all wars. It would prevent a natural disaster each time you played. Everyone was waiting for it, however no one has ever seen it. That didn't prevent that the myth became the dominant religion in most parts of the world.
      Ofcourse in our modern times with our modern science we no longer believe in such nonsense. There is no Duke nukem Forever and there never was.

    4. Re:Wish List by idlake · · Score: 4, Funny

      The cure for both AIDS and world hunger already exists: condoms.

    5. Re:Wish List by david.given · · Score: 3, Funny
      The cure for both AIDS and world hunger already exists: condoms.

      But I couldn't find one that fit my monitor.

    6. Re:Wish List by tangledbank · · Score: 2, Funny

      Wow, I never knew you could eat condoms. Learn something new everyday, I guess.

    7. Re:Wish List by Lehk228 · · Score: 2, Funny
      --
      Snowden and Manning are heroes.
    8. Re:Wish List by aichpvee · · Score: 1

      Don't get the spermicidal ones. That shit stings your tongue.

      --
      The Farewell Tour II
    9. Re:Wish List by Anonymous Coward · · Score: 0

      Why don't you tell that to the thousands of people infected?

    10. Re:Wish List by Anonymous Coward · · Score: 0
    11. Re:Wish List by Anonymous Coward · · Score: 0

      Or we can just eat all the people infected with AIDS.

    12. Re:Wish List by thechao · · Score: 1

      Those are prophylactics, not cures.

      ---
      Thank you, thank you, I'll be here all day!

    13. Re:Wish List by NaruVonWilkins · · Score: 2, Insightful

      Funny how the schools where they preach abstinence have much higher rates of teen pregnancy...

      http://www.signonsandiego.com/uniontrib/20050902/n ews_1n2preg.html

    14. Re:Wish List by Anonymous Coward · · Score: 0

      They are "cures" as far as the population is concerned.

    15. Re:Wish List by Anonymous Coward · · Score: 1, Insightful

      I consider myself to have both liberal and conservative elements in my political beliefs, but I rather suspect that the 'will is weak' answer is rather unkind.

      Shit happens. The flesh is weak.

      Rather than blame individuals for not being able to solve their problems using a difficult solution, wouldn't it be more cost-effective to give them an easier way to fix their problems?

      It's kind of like blaming you for trying to break down a solid oak door with your bare hands, when the key is hanging on the wall right next to you. I mean, yeah, you *could* keep bashing away at it, or you could use the easy solution.

      I don't particularly care how they get their condoms, but they should at least be presented the option. Instead, some schools focus solely on abstinence, ignoring the fact that condoms are, in fact, a viable option. Pretending that sex isn't going to happen is extremely optimistic, and, well, paying for condoms is way cheaper than paying for a kid.

    16. Re:Wish List by Anonymous Coward · · Score: 0

      Dear infected,
      If you must have sex with uninfected people use condoms.

    17. Re:Wish List by Anonymous Coward · · Score: 0

      > Pretending that sex isn't going to happen is extremely optimistic

      It's not just extremely optimistic. It's downright *naive*.

    18. Re:Wish List by Anonymous Coward · · Score: 0

      The cure for both AIDS and world hunger aready exists: abstinence.

      Yeah, but that's no fun. Therefore, we come back to plan A: condoms. Sorry if you don't get it.

  6. "Debut soon"? by micpp · · Score: 5, Informative

    For one thing, Lost Coast is already out, and has been since last week.
    For another, the first Valve game to use HDR is DOD:Source, and that's been out quite a while already.
    And finally, Valve didn't actually invent HDR, so other stuff has already used it.

    1. Re:"Debut soon"? by Cougem · · Score: 1
      See: That may be true, but HDR is a very broad term, as anandtech said, 'HDR generally speaks to representable contrast in a scene', and:
      At first glance, it is clear that Valve has added the usual blooming features that we would expect from HDR rendering, but there are a couple of new features that Valve has added to keep it interesting.
      Different games such as FarCry have used what they've called HDR, but valve came up with their own list of features which they felt should be present. Several of which haven't been seen before.
    2. Re:"Debut soon"? by admdrew · · Score: 1
      Different games such as FarCry have used what they've called HDR, but valve came up with their own list of features which they felt should be present. Several of which haven't been seen before.
      The technology was introduced by Valve in DoD Source (as the GP stated), and was fully implemented in at least 2 of the 4 original maps released (Anzio and Avalanche used it to full effect, not sure about the other two).
      The tech demo was released specifically to showcase the lighting technology in the HL2 engine, but there are no new features from the DoD Source release.
      What the GP said was correct, and I too find it frustrating any of this is considered 'new', even for Valve.
      That said, I watched my roommate play through a sizeable portion of the level last night, and enjoyed the commentary.
  7. More than what was intended? by joeflies · · Score: 3, Interesting
    Isn't adding more brightness than what the author originally intended somewhat akin to pressing the "Mega-Bass" button on your stereo to get more bass than the musician originally intended? Is that a good thing?

    I think that striving for accuracy and balance of the elements is probably more important than striving for the maximum ____ your system can deliver.

    1. Re:More than what was intended? by Max_Abernethy · · Score: 1

      3D graphics that get rendered in real-time are a lot different from a musical recording, which plays back the same every time and, though it may vary in quality from one sound system to another, can generally be reproduced pretty exactly as far as an average pair of ears can tell on commodity hardware (good god, I'm sure I've just accidentally engaged some obsessive audiophile in an argument). Even 2D video game graphics, while they may be arranged differently on the screen from one play through to another, are still just bitmaps that get blitted to the screen pretty exactly. In 3D games, though, the artist can only indirectly manipulate the actual pixels that end up on your screen by working in the world they're projected from. HDR is about making that final image a well-composed representation of that world, a visual experience closer to the one we have with the much broader range of brightnesses real life offers. That may not be appropriate for all games. Those games should just...not use HDR.

    2. Re:More than what was intended? by JanneM · · Score: 1

      I think that striving for accuracy and balance of the elements is probably more important than striving for the maximum ____ your system can deliver.

      Not to quibble, but I think allowing users to set it up the way they like it is the most important. If somebody really likes Pachebel's Canon with their MegaBass2000+ cranked up to 11 then all the more power to them.

      It's the same situation as for webpages, really. The designer's setting should just be viewed as a reasonable default, and should not constrain the users if they prefer - or need - to tweak the appearance.

      --
      Trust the Computer. The Computer is your friend.
    3. Re:More than what was intended? by Nirvelli · · Score: 5, Informative

      The "Mega-Bass" button doesn't usually give you "more bass than the musician originally intended," it usually just gives you about the same level they intended because the types of stereos with that button generally don't reproduce as much bass as the $1,000/piece reference monitors in the studio that the musicians mastered from.

    4. Re:More than what was intended? by OblongPlatypus · · Score: 5, Insightful

      You've missed the point - though I can't blame you, judging by the blurb the article was less than pedagogical when trying to explain HDR.

      This isn't about altering what any "author" intended. On the contrary, HDR is a new tool which lets the "author" do what's intended more easily, assuming what's intended is to achieve realistic lighting in the rendered scenes. Try Anandtech's recent article on the topic, they explain it very well.

      --
      -- If no truths are spoken then no lies can hide --
    5. Re:More than what was intended? by Tidal+Flame · · Score: 1

      I see your point, but that's not entirely accurate. You can render a 3D scene to a memory buffer and then do anything you want with it. It's all a matter of whether or not you can do things fast enough...

    6. Re:More than what was intended? by yoyhed · · Score: 5, Insightful
      It's not adding more than the author intended. HDR levels in Source have to be made for HDR; Half-Life 2 and Counter-Strike: Source don't just work with HDR now that Source supports it, the levels still have to be made for it.

      It's a lot more than just a bass boost, since it's not just a brightness increase, but an increase in the range of brightness, allowing for very high contrast. If you go back and look at a Source game without HDR after seeing HDR for awhile, it looks like it has a dark film over it, similar to a digital camera picture looks before being run through auto-contrast in Photoshop.

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    7. Re:More than what was intended? by signore+pablo · · Score: 3, Insightful

      except that the authors are the ones using and implementing hdr. If it was a mod to a game already released I would agree, but the case for most games is going to be to add this as a feature. So I guess to include your example, maybe if Trent Reznor released some track that had mega bass activated through effects that would make sense, but really, im not sure that its the greatest analogy. ;/

    8. Re:More than what was intended? by Anonymous Coward · · Score: 0

      A much better analogy than 'Mega-Bass' would be acoustic 'maximizers' or 'exciters'. These add frequencies to recorded sound which are higher than human ears can hear. When this modified sound is played back, these ultra-high frequencies cause slight distortions and fluctuations in the frequencies that we can hear.

      These distortions actually make the overall recording more realistic, though, since ultra-high frequencies are always present in naturally occuring sound. Similarly, keeping as much brightness info as possible until the final 'print' is made by the GPU allows for realistic simulation of the characteristics of the human eye.

    9. Re:More than what was intended? by Max_Abernethy · · Score: 1

      Ok, so what would you do with it if you could go infinitely fast? My point is that a 3D video game artist can't tell the exact camera angle, zoom, lighting, placement, etc. that the rendering would take place in. Post-processing can add things like filters and special effects, but I don't see how you could use it to make sure that each model as it is projected onto the screen results in an exact arrangement of pixels created by the artist - if you had that exact arrangement of pixels already, then you'd be doing 2D rendering, not 3D. This is a very simple distinction: basic 2D sprite rendering just involves taking a bunch of pictures and displaying them on the screen exactly as the artist drew them, pixel-for-pixel. A 3D model can end up represented on screen in an infinite number of ways, so it's not the same since it's impossible for literally all of them to be the immediate result of deliberate action on the artist's part.

    10. Re:More than what was intended? by rm999 · · Score: 4, Insightful

      Think of it this way:

      When you wake up at night and you can see the room in nearly pitch black, things appear to be as bright as your room in the morning with the shades closed. Actually, the room in the morning is 1000 times brighter. The "author" of the real world (God?) "intended" the room to be 1000 times brighter by slamming 1000 times more protons onto your retina, but your brain normalizes things to make the world easier to comprehend.

      Now, when you are playing a video game, and you go into a dark room with almost no light, current algorithms don't make it easier to see anything - they present you with a black screen. When you walk out into the sunlight, you get a white screen. This is now the way our brain sees the world, and makes the experience less realistic.

      Audio, on the other hand, can be presented to us nearly perfectly. My headphones can range from 20 Hz to 20 KHz, all the frequencies our ears can hear. The mega-bass thing is therefore useless if you have a decent pair of speakers.

      I guess my point can be summed up with this example: you can make a really good set of speakers as loud as an airplane if you want. Your monitor, however, cannot shine the sun in your eyes.

    11. Re:More than what was intended? by Rei · · Score: 1

      That's not what HDR is about, though; you could make HDR 2D bitmaps, and gain the benefits of it as well. 3d just benefits the most because it tends to have the most cumulative effects on a given intensity value.

      Basically, the human eye can see an incredibly wide range of brightnesses. While it may appear only half as bright indoors on a bright sunny day, it may actually be dozens of times brighter outside. We process brightness logarithmicly.

      The traditional video display concept is to map a list of color intensities out in a linear "brightness" variable (say, 0 to 255, perhaps for each RGB channel or perhaps YUV). We then rely on the assumption that any effects that go on, and any monitor processing, will still come out with the same result. However, it doesn't work that way - the accumulation of effects and processing skew the results from what we'd see in the real world.

      HDR involves storing intensity as a floating point number so that you can cover the *true* intensity value, not some scaled value that the eye perceives. The monitor actually plots out, to the best of its ability, the true brightness, not some point on an arbitrary scale that has been skewed over time.

      --
      "99 dead duelists of Dios on the wall. 99 dead duelists of Dios! Take one's ring, pass it around..."
    12. Re:More than what was intended? by Eideewt · · Score: 1

      I don't think you understand what Valve's HDR does (which isn't a shock considering the quality of the linked article). Take a look at Anandtech's article for a decent explanation: http://www.anandtech.com/video/showdoc.aspx?i=2545 .

    13. Re:More than what was intended? by I+Like+Pudding · · Score: 2

      How in the hell did this get modded up?

      Isn't adding more brightness than what the author originally intended..

      As mentioned before, THE AUTHORS ARE THE ONES WHO ADDED THE FEATURE!!!!!! CHRIST!!!11ONEONE

      ..somewhat akin to pressing the "Mega-Bass" button on your stereo..

      NOT EVEN REMOTELY!!!!! I write a bit of electronic music, so I know the general mecahanics of production. The closest analogue I can come up with is running audio through an expander (or a compressor set to a ratio < 1. same thing). What does that do? Expands the dynamic range...DOINK! Even then, the effects aren't comparable because light just behaves differently. Vision has a much higher dynamic range; the contrast ratio of the eye is around 1,000,000:1 over time.

      ..to get more bass than the musician originally intended?

      Once again, VALVE IS THE BLOODY MUSICIAN!

      I think that striving for accuracy and balance of the elements is probably more important than striving for the maximum ____ your system can deliver.

      I think you're talking out of your ass. Actually, I know it.

      Note to mods: If you have not seen Lost Coast, you might mistake this as a troll. If you have, you will realize the parent is flamebait. The lighting is, in technical terms, fucking amazing.

    14. Re:More than what was intended? by Davorama · · Score: 1

      Yeah, but the brightness on my monitor goes to 11 and I need to compensate for the inferior equipment used by today's artists.

      --

      Davo -- Free speech, free software, AND free beer.

    15. Re:More than what was intended? by Anonymous Coward · · Score: 0
      "These add frequencies to recorded sound which are higher than human ears can hear"


      "these ultra-high frequencies cause slight distortions and fluctuations in the frequencies that we can hear"


      Sir, I don't mean to be rude, but I don't think you know what you are talking about.
    16. Re:More than what was intended? by Jackmn · · Score: 0, Offtopic
      Once again, VALVE IS THE BLOODY MUSICIAN!

      No, they aren't. Not entirely.
      DoD:S has only been out of a short while, and already a number of custom maps are available.
    17. Re:More than what was intended? by NVP_Radical_Dreamer · · Score: 1

      Actually, HDR allows for the author to deliver better what they intended a scene to look like. For example, when you emerge from a dimly lit cavern into the bright sun your "eyes" will take a minute to adjust, the same goes for entering said cavern after being in the bright sun. Its a nice feature, but I see most gamers turning it off since they would have a slight advantage without it since they dont have to give their "eyes" a chance to adjust.

      --
      The best argument against democracy is a five-minute conversation with the average voter.

      - Winston Churchill
    18. Re:More than what was intended? by thiophene · · Score: 1

      The "author" of the real world (God?) "intended" the room to be 1000 times brighter by slamming 1000 times more protons onto your retina, but your brain normalizes things to make the world easier to comprehend.

      To condense your point, our eyes work on a pseudologarithmic scale

    19. Re:More than what was intended? by mdarksbane · · Score: 1

      Basically, it sounds like they're adding a more realistic lighting to their rendered scenes, and doing a real-time tone-mapping process. I'm currently working on a lab for graphics class on this process :)

      In short, any scene in the real world can have luminance (basically, brightness) values anywhere from .000001 to 10,000,000. You monitor can show values basically from 0 to 255. This has long been a problem in computer graphics, and was a problem in film beforehand. the giant real-life values are HDR. Tone-mapping is the process of algorithmically mapping those large values into the tiny luminance space of your monitor in a way that looks good, hopefully. If you do a straight linear mapping, it looks like crap.

      The traditional real-time graphics approach has been to render a scene with luminance values already in the 0 to 255 range, and send it straight to the scene. This works ok, but runs into limits of how to represent really dark or light scenes, or scenes that *should* technically have a very high range of luminance to them. What they are doing here is some form of rendering the scene to produce more realistically high-range lighting values, and then mapping the values for the individual image down to what can be seen on the screen in a smart way. It should theoretically result in much more viewable low-light areas and much more realistically blinding bright areas.

    20. Re:More than what was intended? by Andy_R · · Score: 1

      You have an interesting analogy there, but the process behind the "Mega-Bass" button corresponds much more closely to the Gamma-curve adjustment that are popular with players of very dark FPS games - it's a user-controlled decision to boost something they want more of.

      HDR corresponds more closely to a musician deciding to play his guitar through an overdrive pedal rather than 'clean', making the quiet parts louder at the expense of the loud parts maxing out the avaialble range. It's a decision made at the author's end, to overload some things to achieve an effect they like.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    21. Re:More than what was intended? by Anonymous Coward · · Score: 0
      The "author" of the real world (God?) "intended" the room to be 1000 times brighter by slamming 1000 times more protons onto your retina, but your brain normalizes things to make the world easier to comprehend.

      When did /. become the sole domain of mac fanatics and creationist nutjobs? I thought nerds were supposed to like know things and be intelligent. Guess america's gone further over the cliff than I had ever imagined.

    22. Re:More than what was intended? by Anonymous Coward · · Score: 0

      Slamming more protons into your eye?
      OUCH!
      Try photons. Anyone without basic instruction in optical physics should not attempt to elucidate anyone else on this topic. Talk about the blind leading the blind! Maybe the posters were blinded by protons! Or public school education.

    23. Re:More than what was intended? by MikeBabcock · · Score: 1

      The mega bass button distorts the sound terribly because those types of stereos can't actually properly produce the frequencies in question.

      --
      - Michael T. Babcock (Yes, I blog)
    24. Re:More than what was intended? by Anonymous Coward · · Score: 0

      Or maybe it was a typo, and that hard-on raging in your pants from correcting someone else isn't really all that deserved.

    25. Re:More than what was intended? by hin72 · · Score: 2, Interesting

      The article is misleading; the effect of HDR is accomplished by manipulating colour values within a 16-bit or 32-bit domain to yield perceived changes to local contrast. The colour values are assigned into an 8-bit range for display but this is not accomplished via linear mapping/scaling. I wrote a short article about HDR, from a developer's perspective, over at http://www.hinjang.com/gfx/gfx08.html.

    26. Re:More than what was intended? by Clod9 · · Score: 1
      >Your monitor, however, cannot shine the sun in your eyes

      So this is obviously what we need to fix. We just need displays which can faithfully reproduce 16-bit-per-color-channel dynamic range, with black values like a cave and white values that give you a flash burn.

      Of course, the power requirements would be prohibitive and a virus that pokes pixels to the screen would REALLY ruin you...

    27. Re:More than what was intended? by Anonymous Coward · · Score: 0

      "The goggles, they do nothing."

    28. Re:More than what was intended? by PenguiN42 · · Score: 1

      $1,000/piece reference monitors in the studio that the musicians mastered from ...are usually $1,000/piece because they're flat and nondistorting, not because they're bassy. Most hi-fi stereos have more bass than most studio monitors even without the mega-bass.

      However, most smart engineers account for this by also listening to the mixes on hi-fi systems and with subwoofers

      So, does the mega-bass button give you more bass than the musician intended? MAYBE.

      --
      The following sentence is true. The preceding sentence was false.
  8. THANK YOU by Capt'n+Hector · · Score: 3, Interesting

    Brightness values should have NEVER been bounded above in the first place (and now that I think of it, bounded below, either). The video card should be charged with computing everthing and only then "flattening" the image into something the monitor can display. It could even add some bloom automatically. HDR and motion blur will do wonders for realism...

    --
    Quid festinatio swallonis est aetherfuga inonusti?
    Africus aut Europaeus?
    1. Re:THANK YOU by donscarletti · · Score: 4, Informative
      Brightness values should have NEVER been bounded above in the first place

      Ah, I see you have never designed any graphics related software or hardware whatsoever. While it is not possible to make truly unbounded colour brightness levels in graphics, it can be approximated with floating point arithmatic, clever gamma curves or just really big integers (32 bits per channel or so). All of which take a lot of processing power, a lot of memory or both. It has only been a recent thing that graphics card manufacturers have had the powerful technology at their disposal to even think about this, let alone implement these techniques. If we had not had the hack known as 24 bit colour for the last twenty years we would have had nothing.

      Now I come to think about it, the author of that artical doesn't know much better: Radiosity is a way of rendering a scene using only visible light sources WTF? Radiosity is a way of rendering a scene by taking into account light bouncing between surfaces, being absorbed by surfaces and emitted at different wavelengths etc. Pretty much the oposite of what it describes since real radiosity will create an effect similar to ambient lighting. The artical is written by idiots for idiots.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    2. Re:THANK YOU by Capt'n+Hector · · Score: 1

      Why exactly is it not possible to make truly unbounded color brigthtness levels?

      --
      Quid festinatio swallonis est aetherfuga inonusti?
      Africus aut Europaeus?
    3. Re:THANK YOU by Eideewt · · Score: 1

      I'm going to agree that they never should have been bounded. Of course, it wasn't possible at one time, but I think it's high time that we move towards effectively unbounded brightnesses.

      I caught that radiosity thing too. Good grief.

    4. Re:THANK YOU by Eideewt · · Score: 1

      Because at some point a number is just too big to store. Even sooner than that numbers get to big to store in large quantities. It's possible (or will be) to make them practically unbounded, but until we can store infinitely large numbers and move them around and crunch them we won't have truly unbounded brightnesses.

    5. Re:THANK YOU by Psiven · · Score: 0

      At what point do we decide that the integer is large enough? Is this something that quantum computing could help with?

    6. Re:THANK YOU by The+boojum · · Score: 1

      Because 3 floats/pixel adds up really quickly. You can do it now, but that was horrendously expensive back in the day. (Heck, 24bpp was considered insanely expensive once upon a time. That's why people used hacks like palettes and indexed images.)

      There's also the question of how you flatten that down to the gamut of the monitor. You're typical monitor has maybe 2 to 3 orders of magnitude. Figuring out the best way to compress HDR down to that scale (i.e. tone-mapping) is still an active area of research in computer graphics even though folks here are acting like it's a solved problem.

    7. Re:THANK YOU by Jesus_666 · · Score: 1

      But then a bitmap smoke puff clips through a wall and the game still looks like ass. Seriously, with all that focus on graphics you'd expect that they'd use volumetric effects everywhere by now. Until they do, games will not get any better graphics-wise than Quake 3 did. (Yes, I prefer consistent graphics over eye-candy. If you go out of your way to create an immersive game don't destroy immersion by using nonvolumetric smoke puffs. Or at least make sure that they never ever touch anything else.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    8. Re:THANK YOU by donscarletti · · Score: 1

      In this, the brightest light that are worth simulating is the brightest light that a human can look at without damaging their eyes, because humans generally don't know what blinding light really looks like. Anything that causes temporary or perminant blindness can be simulated easily by just turning the whole screen white.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    9. Re:THANK YOU by Tim+Browse · · Score: 1
      And the IDE/ATA address bus should never have been limited to 28-bits in the first place.

      What's your point?

    10. Re:THANK YOU by Lehk228 · · Score: 1

      because using an unlimited sized structure for every pixel element would require an obscene graphics card or a tiny monitor, 192x160 anyone?

      --
      Snowden and Manning are heroes.
    11. Re:THANK YOU by Anonymous Coward · · Score: 0

      The artical is written by idiots for idiots.

      And the article is then commented on by the illiterate.

    12. Re:THANK YOU by Jamu · · Score: 1

      and now that I think of it, bounded below, either

      Going below zero brightness would be pointless, if not absurd.

      --
      Who ordered that?
    13. Re:THANK YOU by Eideewt · · Score: 1

      It's large enough when we don't hit its limits. When we can represent the brightest light we need to deal with. That's not really all that large, but it is hard to make harware that can deal with numbers that size in huge volumes.

    14. Re:THANK YOU by Surt · · Score: 1

      Brightness values must be bounded above on non-infinite hardware, and the natural bound below is zero (which is in fact the lower bound used), negative brightnesses don't have a very meaningful physical interpretation.

      It was both necessary and natural during the 24bit color era and earlier to assume that a maximum per component pixel (255 red, 255 green, 255 blue) corresponded to some non-infinite white value. Imagine instead that 255 was infinite brightness white. Then what value is 254:254:254? Is it 254/255ths of infinite brightness? Would 1:1:1 be 1/255th infinite?

      Further, in terms of color matching and rendering for print, it is very helpful to have fixed reference values. That's why monitors typically come with preprogrammed color temperatures.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    15. Re:THANK YOU by Anonymous Coward · · Score: 0

      Comment:
      While it is not possible to make truly unbounded colour brightness levels in graphics, it can be approximated with floating point arithmatic, clever gamma curves or just really big integers (32 bits per channel or so). All of which take a lot of processing power, a lot of memory or both.

      Response:
      Why exactly is it not possible to make truly unbounded color brigthtness levels?

      Please read the posts, people! Sheesh.

    16. Re:THANK YOU by Anonymous Coward · · Score: 0

      'The artical is written by idiots for idiots.'

      Idiots who can probably spell article correctly. :)

    17. Re:THANK YOU by WuphonsReach · · Score: 1

      But then a bitmap smoke puff clips through a wall and the game still looks like ass.

      (chuckles) Sounds like someone has been playing Call of Duty: United Offensive. Which, IIRC, is based on Quake3.

      When we first saw the smoke grenades in CoD:UO, we were very impressed. They fulfilled their mission of obscuring vision and providing a temporary screen. Then we went and played on the close-in maps and watched the smoke puff through walls.

      Actually, that's not the only issue in CoD:UO with regards to graphics. You can also see muzzle flashes through thin walls, which isn't very realistic either. By thin walls, I'm talking about walls of houses, which would traditionally be made out of wood / brick / plaster and that most people would consider to be opaque.

      Still, bitmap smoke effects are better then nothing and they work to great advantage if used.

      --
      Wolde you bothe eate your cake, and have your cake?
    18. Re:THANK YOU by Jesus_666 · · Score: 1

      I'm referring to a promotional video of F.E.A.R. (IIRC it was from some gaming magazine). The game looked mostly nice but in one scene I saw huge smoke clouds that were cut in half by the floor. Butt-ugly. Quake 3 looked good to me, but newer games don't because the graphics are so damn inconsitent. Oh well, at least it makes it easier for me to keep from booting into Windows.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    19. Re:THANK YOU by Capt'n+Hector · · Score: 1

      Um no. Brightness values do not have to be bounded on finite hardware. Since you're only storing a finite number of elements in an unbounded space, and since each of those elements are themselves bounded, the subset that you're in is itself bounded.

      --
      Quid festinatio swallonis est aetherfuga inonusti?
      Africus aut Europaeus?
    20. Re:THANK YOU by Surt · · Score: 1

      Umm, you just concluded that the subset is bounded while arguing that the values in the subset are not bounded.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    21. Re:THANK YOU by Capt'n+Hector · · Score: 1

      Sorry for the confusion. Let R be the field of real numbers. R is unbounded, but infinity is not an element of R, so any finite subset of R is bounded.

      --
      Quid festinatio swallonis est aetherfuga inonusti?
      Africus aut Europaeus?
    22. Re:THANK YOU by Surt · · Score: 1

      You still can't represent all of R in finite hardware. There will always be a largest element you can represent, and that element is the bound above.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  9. need more graphics control by Foktip · · Score: 2, Interesting

    why, why did i get a laptop for gaming? my computer can barely render the Sims 2 - yet guild wars runs fantastically... im not getting my hopes up about running Civilization 4... and its only a year and a half old. the sad part is, my card is better than half the laptops cards out there (which have shared memory and wide-screens!).

    i remember years ago, i could still play the games fine if i just turned the graphics down - but that doesnt work anymore! my GeForce 2 lasted more than 2 years, but this one barely lasted over a year!

    one things for sure, i think these games need to allow more user control so I can set it at a reasonably low level, and support for widescreen. we need more flexible graphics engines before we add more insane quality/lighting effects!

    1. Re:need more graphics control by Anonymous Coward · · Score: 0

      That has more to do with the skill level and commitment to performance optimization that the game company has. Guild Wars is pretty tight, with very good performance, and extreme commitment to efficiency (for example it only uses about 3k/sec maximum network traffic during gameplay, and the LOD techniques they use for minimizing the amount of geometry onscreen are pretty sweet... those sprites in the distance are a huge speed booster). The Sims2 is a franchise sequel. It could be an empty carboard box and it would still sell, and half the customers wouldn't notice.

      Why DID you get a laptop for gaming? You cant upgrade the video, and you KNOW that video goes out of date every six months in the game industry (or LESS). Running the latest games on a $150-$200 current desktop card is pretty smooth. Running them on a current laptop is like running them on a $20 desktop card that cannot be replaced, ever.

      Also, images scale lousily on lcd screens. They look awesome at full resolution of the display. They look not so awesome when you are running some low resolution scaled up to fill the whole screen. Kind of blurry, even on high end displays. Blurry jaggies.

      Don't get me started on using a trackpad for games. Ever try a fps game on one of those? It's lousy. Touch the thing with your palm or something while typing, extraneous clicks.

      Laptops are GREAT for portable wordprocessing. Not too bad for low res video editing (if you have the disk space). Fine for writing code (see wordprocessing). Pretty lousy for 3d modelling, at least, if you need uber realtime shaded views anyway. Also lousy for games.

      My two cents.

    2. Re:need more graphics control by KylePflug · · Score: 1

      Have you tried playing a Source game with HDR? You can turn it off. You can also scale the textures, models, resolution, filtering, etc., to your heart's content.

      As for graphics cards... it's not that cards are becoming less long-lived, but that laptops inherently have a shorter life-span for games since they have compromises built in. I have a budget gaming system ($800 a year ago) including a BFG GeForce 6800 OC. I fully expect it to have a practical lifespan of more than another year. I'll probably swap in a new graphics card and eventually other components, but it's certainly not useless. I can play Lost Coast at almost max everything.

    3. Re:need more graphics control by el_womble · · Score: 1

      Don't feel too bad. The XBox 360 is coming out in a couple of weeks and then you'll be able to have a whole seperate system for gaming that plugs nicely into your big screen tv and comes with a dedicated game controller and 3 PPC processors. Best of all it costs about the same as a decent video card.

      OK its not quite as portable as a laptop, but if you want portable get a PSP or DS, they're way cheaper than decent graphics card.

      --
      Scared of flying, pointy things snce 1979!
    4. Re:need more graphics control by laffer1 · · Score: 1

      Don't feel too bad. I can barely play Doom 3 at 800 x 600 on my desktop. Its about a year old (although refurbished) with a radeon 9600 xt 128mb AIW and a dual xeon 2.0 ghz.

    5. Re:need more graphics control by LurkerXXX · · Score: 1

      Hey coward, there are plenty of laptops out there with replacable/upgradable video cards in them. I'm writing this from a laptop with a card I upgraded.

    6. Re:need more graphics control by delus10n0 · · Score: 1

      Don't feel bad-- I've never seen The Sims (or The Sims 2 for that matter) run fast on any machine/graphics card. I've got a P4-3GHz w/HT, 2 gigs of RAM and an ATI Radeon X800, and at 1024x768 (no antialiasing or anything special) The Sims 2 gets like 20 FPS or less. It's pathetic. No problem with any other games, though..

      --
      Not All Who Wander Are Lost
  10. HDR and Lost coast by signore+pablo · · Score: 5, Informative

    After playing Half Life 2: Lost Coast with Full HDR at 1280x1024 and settings all the way at max, I came away with the impression that HDR is really quite nice. Comparing screens with normal filters and HDR, HDR is much more realistic. When you look at water reflections HDR is invaluable. Sun reflections especially looked impressive. Where normal filters made the bright spots look gray, HDR made everything shine and bleed a bit. It was quite accurate as far as the water went. Now, what I didn't think was realistic, was HDR used in the distance. There was that seem bleeding effect across open windows and such. Also, the effect is sampled every so often, I don't know what the sampling rate was there, but a couple times i noticed a slow sampling rate that wasnt entirely realistic. Towards the end of the Lost Coast level, I was impressed by the light coming in from the windows (you'll know what im talking about if you've played it). They were stained glass windows and first there was a dull light in them, but when you shot them out, a big blast of white/yellow light shines through that looks quite good. My conclusion is that HDR is good, but they should up the sampling rate in HL2LC and also change how its viewed in the distance. But what do i know... anyway, thats how i saw it.

    1. Re:HDR and Lost coast by DCstewieG · · Score: 1

      I'll add that when looking at those stained glass windows, it looks absolutely fantastic when the helicopter flies by outside. The shadow it leaves on the glass and how it effects the lighting in the room looks incredibly realistic. In fact I was so startled by it (and trying to see it again) that I hardly noticed when some enemies came and started shooting at me :)

    2. Re:HDR and Lost coast by RPI+Geek · · Score: 1

      I played through Lost Coast last night (1280x1024 2xAA 4xAF, full everything else). Now, I think that the HDR effects that I saw are amazing and they add a level of realism never before seen in video games; props to Valve for their excellent work. I'm also by no means an expert on graphics; all I wanted to add is that HDR as it is right now seems to more realistically represent a scene based on how a _camera_ would see it, not my eyes. I can't speak for other people, but when I look at something bright, I tend to squint which makes it get better a lot faster than a camera responds. Again, I'm not trying to nitpick, it's just something I noticed, and looking around the area where you first come into the game that's the frst thing that I noticed.

      --

      - "Nobody came out that night, not one was ever seen. But Old Man Stauf is waiting there, crazy sick and mean!"
    3. Re:HDR and Lost coast by Anonymous Coward · · Score: 0

      The windows reflections and the light coming through them were all very impressive however I felt that when you shot the windows out and got the full blast of sunlight that it was overbright especially if you turned on your flashlight.

      Additionally, down on the beach, the highlighting on the rocks was over done as well. I tried turning the gamma down which helped the overall effect of the bloom and highlihting but plunged inside areas into a muddy darkness.

      Anyways, definately impressive. I can't wait to see more.

  11. HDR is a hack by Doppler00 · · Score: 1, Insightful

    The truth is, our computer monitors are very limited in the range of colors they can reproduce. We have been stuck with 8 bit RGB for a long time now, I'm surprised we haven't moved on to 16 bit per color or even floating point by now. Internally, video cards in the future will render using floating point arithmatic, but I'm guessing they will still be transmitted as 8 bit per color RGB. Not only that, most image file formats like JPEG are only 24 bit.

    Furthermore, we really need to increase contrast ratios of monitors. Having a single back-lit isn't really good enough. I would imagine something containing say a few thousand high intensity white LED's in an array would be good. This way, you could only light up sections of the monitor that need high dynamic range. With enough LED's (a few thousand, not one for each pixel) you could produce quite an interesting effect. I believe there is a monitor that some company is working on that does this.

    Of course, I probably should'nt be complaining at all. I'm very happy with my 24" HD monitor I just installed today...

    1. Re:HDR is a hack by Anonymous Coward · · Score: 0

      The reason why we've been stuck at 8bit RGB is because, guess what, that covers the capabilities of the monitors we have nicely.

      You could run 16bit per channel colors if you want, but that would be mostly as effective at producing better color range as you jerking off into a river to try to produce a half-fish half-man monster to go and molest Japan.

      16bit is nice when your calculating colors out, but it's worthless as a display format for simple computer monitors. 8bit covers the entire color range that monitors are capable of.

      Plus if your looking at LCD monitors to solve your problems your going the wrong direction. If you make them super-bright then all they'd do is just get very hot and hurt your eyes.

      They already do this. Most modern LCD displays are brighter then they already need to be. The problem is the black level. You can't reproduce the levels of darkness you need.

      If you want more color range and greater contrasts between dark and bright then sell your LCD monitor and buy a high quality CRT one instead. You would get a substantial improvement in both qualities easily and cheaply.

    2. Re:HDR is a hack by Doppler00 · · Score: 1

      They already do this. Most modern LCD displays are brighter then they already need to be. The problem is the black level. You can't reproduce the levels of darkness you need.

      That's why the back light should be distributed in LCD's. You would have a perfect black level if you only lit the areas where there was any significant light source. And LED's produce very minimal heat, so temperature is not an issue. The cool thing is, if you had that much brightness your eyes would naturally adjust like they would if you went outdoors (no typical slashdot user jokes please...)

    3. Re:HDR is a hack by Eivind · · Score: 1
      8 bit colour is pretty much "enough". I realize this may sound like the infamous 640K is enough for anybody, but really, in this case it pretty much is.

      It's more like the situation with CDs -- they're sampled at "only" 44.1khz, and thus unable to capture frequencies higher than half of that. And they have "only" 16 bit resolution. There are newer formats with ridicolous sample-rates and resolutions.

      Witness people yawn. It quite simply doesn't interest the overwhelming majority of the people. What interests is instead 128Kbps mp3s with significantly *less* fidelity than CD-audio. Portability, Flexibility, device-independence, easy backups, included metadata, lack of disc-swapping, convenience; matters. Fidelity does not matter (or matters very little) for most people after a certain "good enough" treshold is crossed. A good quality digital photo displayed on a good quality monitor is for most applications "good enough", there's no large advantages to improving it further. Even if, colorspace isn't the first thing you'd want. More space (as in bigger monitor) and more resolution are both significantly more important.

      I'd take a 25" monitor displaying at say 3200x2400 any day over a smaller, lower-resolution one with a larger color-space.

      Now there's a large gap between the realism-level of a modern-day computer-game and the sort of images you see if you run lord of the rings from the DVD on your computer. Yet LOTR is *also* in this case displayed in 24-bit colour. This is a gap the games can work on closing -- without requiring more colour-bits.

    4. Re:HDR is a hack by blincoln · · Score: 2, Informative

      It's more like the situation with CDs

      I'd have to disagree with you about that.

      CD-quality audio gets pretty close to the limits of what the average person can hear. It's not perfect, but as you say it meets the "good enough" threshold.

      Current display technology doesn't. Look at this representation of what's lost with sRGB. See what a tiny portion of green colours (which our eyes are most sensitive to!) in particular are represented?

      I went to a concert a few months ago (Dead Can Dance) and their stage lighting used the full range of colours that are outside the ability of sRGB to depict. It really made me realize how much we're missing.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    5. Re:HDR is a hack by Detritus · · Score: 1

      24-bit color can be insufficient when you have synthetic images. Being limited to 8 bits per component can produce banding. 16-bit grayscale and 48-bit color are commonly used for digitized x-rays and medical imaging.

      --
      Mea navis aericumbens anguillis abundat
    6. Re:HDR is a hack by famebait · · Score: 4, Insightful

      HDR is no more a hack than showing natural video on a TV. Sure, the screen has less dynamic range than reality, and you need a mapping function (exposure settings when working with natural light) to display it in a sensible way, but it still pays off hugely to do all the lighting in the scene without regard for that, just as reality dioes.

      The alternative (the traditional 8-bit path) corresponds to a reality where no light can be brighter than the white of the monitor", including when adding up light from several sources! Trying to get real photorealism that way is a lost cause. There's a reason why even holywood CG until recently always looked really 'flat', except in very dark scenes (lower dynamic range to model)

      And for the record: those blooming effects are not part of HDR. They are simply post-process SFX, emulating scattering and other effects in the eye and in cameras. Sure, you couldn't do them really well without HDR, so they're a nice poster child for what it lets you do. But they are not what makes the process HDR.

      Volumetric effects are of course not inherently HDR either; they've eben around a long time, just too heavy to do for most games to bother with until now, and looking much better with HDR (and bloom).

      --
      sudo ergo sum
    7. Re:HDR is a hack by Anonymous Coward · · Score: 0

      Using 16bit color displays does not make much sense.
      First of all, the human eye is not able to see more then 64 brightness levels (without adaptation to the brightness) (note that these brightness levels are not uniformly in the intensity range of your monitor, hence the 'gamma curve'). So, if your eyes are perfectly adapted to the brightness range of your monitor, then you won't be able to see the extra 8bits of brightness levels.

      On the otherhand, HDR is intended to represent brightness across a much wider range then what your monitor can produce. Each HDR need to be 'adapted' such that it can be displayed on a device of limit dynamic range. This adaptation is actually a simulation of what you eyes would do in real life (tone mapping).

      HDR is for computing and storing images. It has nothing to do with displaying them.
      Using HDR to compute your images is not a hack, but computing your images in the same 8bit gamma-curved space which you use to display is a very ugly hack!

    8. Re:HDR is a hack by diablomonic · · Score: 1
      try looking up sharp mega contrast, eg

      http://sharp-world.com/corporate/news/051003.html

      uses exactly your suggestion im pretty sure: "backlight" made of an array of leds

      and to all the responses to yourcomment by people with a "24bit colour is good enough" and "cd quality is good enough", what the hell are you doing on slashdot if your not interested in improving technology to the point where its perfect, not just "good enough" (and no, its NOT good enough, many people with keen ears and good eyes, myself included, can notice the difference as you go to a higher quality sound/colour )(ok the colour I have not seen higher but i have seen the banding at 24bit, meaning higher is needed, plus of course theres the whole monitor colour gamut problem, if you dont know what that is, look it up before responding please)

      I love the clarity in music in 24bit 96khz on my audigy 4 with quality speakers (when I can find it, not often yet), as compared to CD source music, but then Ive been listening to my dads quality hifi gear all my life, and I am a musician, so my ears may be a lot more sensitive than the average persons.

      please stop assuming just because your senses are not able to detect the difference, that someone elses cannot

      --
      watch "the money masters" on google video
    9. Re:HDR is a hack by Lehk228 · · Score: 1

      And LED's produce very minimal heat, so temperature is not an issue.

      LED's, especially in large numbers produce plenty of heat for the light output they have. you don't notice that heat because usually they are alone and dim. get one of the LED lamps from thinkgeek and you will see that LED's aren't much more efficient than regular lamps, and are less efficient than Compact Flourescent or flourescent tubes

      --
      Snowden and Manning are heroes.
    10. Re:HDR is a hack by Eivind · · Score: 1
      I know. But the fact remains: for most of the people, most of the time, higher colourdepth is a negligible or even unnoticeable improvement.

      Sure, for some people, some of the time, it would make sense. Just as there's some people that some of the time need sound-recordings with higher frequency-ranges and/or more sample-accuracy than standard CD.

      I'm just saying there's no significant market for it. In the sense that there's not a large population of people who are willing to pay significantly more to get more colour-space. If there was, we'd have 48-bit graphics-cards already.

    11. Re:HDR is a hack by Anonymous Coward · · Score: 0

      ummm....I don't know about you, but my monitor can display an arbitrary number of colors b/c the color signal is analog.

      but I agree about the contrast thing.

      And yeah....HDR is a hack, they acknowledge that it is a hack in the developer commentary.

    12. Re:HDR is a hack by grumbel · · Score: 1

      ### 8 bit colour is pretty much "enough". I realize this may sound like the infamous 640K is enough for anybody, but really, in this case it pretty much is.

      It really depends on what one wants, if one simply wants photo or tv quality on a monitor then yep, 8bit is enough and if it isn't then maybe 12bit is enough, but you don't really need much beyond that. However when it comes to a true representation of reality 8bit for sure arn't enough, just compare the picture on your monitor to the 'picture' that you get when you look out of the window, the monitor is not quite up to that quality level and a few more bits and a few more levels of brightness could help quite a bit. However all that would be beyond 'photorealism', so in the end I doubt that it will come one day, but probally not anytime soon, especially in mass-media.

    13. Re:HDR is a hack by Doppler00 · · Score: 1

      Yes, but the question is where is that heat in the lamps generated from? For compact flourescent or LED bulbs my guess in that 50% or more of the eneregy is waste heat from the voltage converters and other power circuitry. The lighting element itself shouldn't (ideally) generate any heat.

    14. Re:HDR is a hack by Lehk228 · · Score: 1

      the element itself and the wires leading into it produce a nice amount of heat, and i think some comes from light reabsorbed by the plastic but i'm not sure about that.

      Maybe you missed the thread a week or so ago all about lamps LED's are very good as flashlights not so much because they are super efficient but rather because low voltage incandescents are absolutely terrible compared to normal incandescents

      --
      Snowden and Manning are heroes.
  12. Inaccurate definition by Tidal+Flame · · Score: 4, Informative

    The provided definition of HDR isn't very accurate. From Game Developer magazine's August 2005 issue:

    "High Dynamic Range (HDR) rendering is a technique used to retain color precision of a rendered scene as it goes through the rendering pipeline...

    For applications, especially games, this means that our scenes will be rendered in a more realistic manner in terms of lighting. Using high dynamic range rendering we can add a great deal of detail to our applications by retaining as much light information as possible. This will then cause our objects and surfaces to be displayed in a way that comes closer to resembling real life than ever before.

    The problem with non-HDR games is that traditionally, the color precision of a rendered scene is lost, and the rendered display is limite to a low dynamic range of color values between 0 and 255. In the past, this limitation was mainly a result of PC or console hardware only supporting integer buffers, which has a limited range of precision when compared to floating point buffers. Thus, to perform HDR rendering we will need to render our scene to an off-screen floating-point surface, so that the data can be manipulated and made ready to be displayed on the screen."


    Also, it's not Valve's technology. They've implemented it in the Source engine now, but they didn't invent it and I'm pretty sure they're not the first to use it.

    1. Re:Inaccurate definition by Buran · · Score: 1

      I wouldn't call it "color precision" so much as I'd call it "rendering the full dynamic range the human eye is capable of seeing in a single scene since 'normal' cameras and imaging/rendering/gaming software does not accurately model the response of the Mark One Eyeball" ... but that's just me.

    2. Re:Inaccurate definition by zap0d · · Score: 2, Insightful
      Also, it's not Valve's technology. They've implemented it in the Source engine now, but they didn't invent it and I'm pretty sure they're not the first to use it.
      Far Cry has done this befor in an actual game. And of course there have been tech demos around.
    3. Re:Inaccurate definition by Tim+Browse · · Score: 1
      To be fair, Valve did demo HDR in a HL2 movie at least a year ago - before HL2 shipped, iirc.

      After all, who can forget the Cock Monster on the roof scene? :-)

    4. Re:Inaccurate definition by Anonymous Coward · · Score: 0

      i am to be blamed for zees.

  13. Monitor burnout by Anonymous Coward · · Score: 0

    The problem I see with this is phosphor burnout..... running very high brightness areas on screen is going to seriously reduce the lifespan of crts. With everyone going to flatpanels, this might not be so bad, but it's still not good news for crts...... I have some seven year old displays that have faded rather drastically over their lifetime. With this technology they sure as heck would have gone black long ago....

    I've no idea how current flatpanel LCD displays will age. Looking at my laptop displays, they might hold up pretty well....

    I got tired of the brightness being a hair low on my viewsonic 19", So I used the color balance settings in the nvidia driver to push the low end up enough to see. My display has faded MUCH more rapidly since I did that.

    1. Re:Monitor burnout by TinyManCan · · Score: 1
      Umm, I really doubt that HDR is going to actually make anything on your screen 'whiter'. No really. At the end of it all, a 24bit image is sent to the monitor, exactly like before. Hence, no additional phosphor burn.

      Your monitor probably dimmed quickly after your adjustment because it was really starting to fail. If you have to boost the brightness just to see an image, your tube is already dead. It will get darker at an exponential rate.

    2. Re:Monitor burnout by Ascay · · Score: 3, Funny

      > The problem I see with this is phosphor burnout.....
      > running very high brightness areas on screen is going
      > to seriously reduce the lifespan of crts.

      So I should rather play Doom 3 than reading Slashdot on that evil white background?

    3. Re:Monitor burnout by donscarletti · · Score: 1
      AFAIK the aging of LCD screen has nothing to do with the image, it is only related to the brightness setting of the backlight.

      A plasma screen (more of an issue for console games) on the other hand will age in the same way that a CRT does since every pixel has a coloured phosphor. Plasma can get that "burned image" effect as well.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    4. Re:Monitor burnout by cyclomedia · · Score: 1

      simple explanation: it's like the end of Close Encounters of the Third Kind, when the ship doors open and the Bloody Hell That's Bright light comes out, only in video games.

      --
      If you don't risk failure you don't risk success.
    5. Re:Monitor burnout by glesga_kiss · · Score: 1

      From what I understand, plasma screens don't age well at all. A figure I heard was "two years" before it starts to noticably affect the picture. For the money they cost, no thanks!

  14. Hardware? by Kasracer · · Score: 2, Insightful

    Since this is a technology included in software, why is it listed as hardware?

  15. Technique not Technology by Monkelectric · · Score: 1

    Having been previously and currently employed in labratories and RND departments, considering myself to know something about the subject ... id like to point out that this is a TECHNIQUE, not a Technology.

    --

    Religion is a gateway psychosis. -- Dave Foley

  16. HDR & Exposure by Anonymous Coward · · Score: 0

    HDR in computer graphics is typically a big deal as much research goes into mapping large range algorithms into graphics hardware that typically operates in the 0..255 range for each component. As hardware becomes more and more capable, floating point blending ops on 16-bit floats (which are capable of "high dynamic range"), an entire class of algorithms becomes unnecessary.

    Enter the exposure function. Given an image of undefined range, map it into what is displayable. This is somewhat similar to how pictures of various brightness come out on film.

    Here is a brief, almost layman description of what an exposure function does (I consider this a great intro on the subject).

    http://freespace.virgin.net/hugo.elias/graphics/x_ posure.htm

  17. Not Valve's HDR... by Jerry+Talton · · Score: 5, Insightful

    I think, if you want to be precise, what Valve did in Lost Coast should be called Paul Debevec's High Dynamic Range.

  18. False by ionpro · · Score: 1

    High Dynamic Range lighting is a technique. Valve's implementation of that technique in the Source engine is a technology.

  19. HDR is used similarly in film/digital photography by Buran · · Score: 5, Informative

    High Dynamic Range is also a useful tool in photography, especially for digital photographers who find that the useful dynamic range of a digital camera is less than that of an equivalent film camera. Multiple-exposure bracketing can be combined with the use of special processing software in order to yield images that would be difficult to obtain with a digital camera, or sometimes even a film camera.

    Photoshop CS2 includes this technology out of the box (Photoshop CS2 HDR) -- in the demo page, notice that the sky is properly exposed as well as the vegetation on the hill in the foreground; this would be impossible to capture with many cameras. As the article linked by the original post states,

    "HDR, or High Dynamic Range, is ... designed to emulate ... lighting to closely mirror the changes we see in the real world."

    And indeed that's what the photographic equivalent does. Unlike a camera, our eyes can properly "expose" the ground as well as they can the sky in the same scene. In fact, this is mentioned on pages 2 and 3 of the linked article in the original post.

    More:

    HDR - High Dynamic Range Compression - a Photoshop plugin

    The Future of Digital Imaging - High Dynamic Range Photography (HDR)

    Aizu University's Atrium High Dynamic Range Source Images

    High dynamic range imaging - Wikipedia, the free encyclopedia

    Stitched HDRI

    If you would like to try this yourself, many digital cameras have a bracketing feature. I'd suggest at least five exposures, separated by one half stop or one full stop. However, it does not work well for moving objects since there will be a short amount of time that elapses between exposures.

    Here is my first attempt:

    High Dynamic Range Candy Corn

    This particular shot was taken with a Canon EOS 1Ds MkII camera and manual bracketing, although I've made other successfull attempts with the bracketing feature of my Nikon D70.

  20. Umm by rm999 · · Score: 1

    Lost Coast is already out. And yes, HDR looks great - it was probably the most impressive part of Lost Coast. I hope that we see it in all future 3d games.

  21. Sounds better than "turning up the contrast" by Ancient_Hacker · · Score: 0
    Wooo Hoooo! A "new technology" !

    Not even close.

    It's called "turning up the contrast".

    What's really going on is that most games in the past have been tuned for the rather limited dynamic range of CRT's. A CRT can't do much more than a 30-1 range without saturating the phosphors.

    But the newer and better LCD displays can do around TEN times better. So it's time to turn up the contrast.

    Nothing much more high-tech than that.

    1. Re:Sounds better than "turning up the contrast" by GameMaster · · Score: 4, Interesting

      Actually, HDR rendering has nothing to do with the contrast limits of the physical display device. Even the best display devices have limits on how bright they can get. To some extent this is a good thing, if monitors ever became capable to representing something like the sun at true brightness then we'd have to worry about in-game bugs causing eye damage by setting the display brightness too high.

      HDR is a technique that uses floating point values rather than integers to represent luminance values within the pre-rendered scene. These values are then compared to each other before the scene is actually rendered and the luminance of the individual portions of the rendered scene are assigned based on the relative brightness of each light source when compared to each others. Basically, if you have a bright floodlight and a small flashlight visible to the camera the floodlight should vastly overpower the flashlight and should probably max out the brightness of the physical display device. However, if you move the camera angle up a little bit and include the sun in the scene, then HDR would dynamically darken all the other lights in order to make the sun look like the brightest light source and the sun would then have taken the highest brightness setting of the display device.

      Another effect that is created using HDR is glare. An example of this in the real world is when you look directly at a bright light source, like the sun (I don't really recommend trying this out with the sun because it might cause eye damage but a flashlight or a light bulb should work too). The light source tends to look larger than it actually is because the light drowns out anything around it.

      HDR rendering has been hardware accelerated on the new last few generations of video cards, but only recently has performance been acceptable enough to actually implement into a commercial game.

      -GameMaster

      --

      Rules of Conduct:
      #1 - The DM is always right.
      #2 - If the DM is wrong, see rule #1
    2. Re:Sounds better than "turning up the contrast" by n0nsensical · · Score: 1

      I was about to say the same thing, but you did it a lot better. And someone just modded up Mr. Clueless GP! There are a couple of comments around here just begging for moderation by someone with a clue. Damn, I wish I still had mod points, but I spent them all on the Blizzcon story.

    3. Re:Sounds better than "turning up the contrast" by Sycraft-fu · · Score: 2, Informative

      Not sure where you get that CRT figure. I have a CRT and it's actual, measured, contrast ratio is about 800:1. That's not what the manufacturer quotes (they don't quote contrast ratio), that's what an external Colourimeter measures. Also that's not driving the monitor very hard, the maximum brightness is set to about 95cd/m^2 because I find it easy on the eyes. It could do probably double that if asked to.

      Believe it or not CRTs really do get good contrast and colour, better than LCDs. Many people prefer LCDs because they are often brighter by default. Just as you tend to naturally prefer something louder to something softer, you prefer something brighter to something dimmer. This goes double if the ambient lighting is high, as is usually the case in a store. You can see more low-level detail with a brighter display.

      However for all that, a CRT really gets superb low-level colour detail and a much better gamut than LCDs. It's possible that the new NEC LCDs with LED backlights are better, they are at least in the same ballpark, but I've never seen one and they are like $6000 (yes, 6 grand) so it's not really a replacement at this point.

      Right now, if colour and contrast is your thing, a CRT cannot be beat. $600-$650 will get you a nice LCD, either a really high-end 19" or a mid-range 20.1", something that claims 700:1 contrast witha brightness of 250cd/m^2. In reality it'll get 200 or maybe 300 to 1 at max brightness and less if you turn it down. The same money will get you a 20" (viewable, 22" spec) tube that will get 500-1000:1 contrast at a medium brightness around 100cd/m^2.

    4. Re:Sounds better than "turning up the contrast" by Hays · · Score: 1

      Specifically how do the HDR engines in modern games work? Internally they render in high-dynamic range? Are they just setting a global gain for each scene based on the maximum and minimum intensities? The game industry seems to throw around a lot of HDR terms without being precise about what they're doing. The computer graphics research community has thorougly studied the task of compressing dynamic range while maintaining the maximum perceived contrast.

      To do a decent job at compressing dynamic range and maintaining local contrast, you need a non-global operator (a non-spatially uniform intensity adjustment). This has been observed since at least 1972 (STOCKHAM, T. 1972. Image processing in the context of a visual model. Proc. IEEE 60, 828-842.). But these operations typically aren't suited for real time rendering.

      I watched the half life 2 HDR demo and it was the least impressive thing I'd ever seen. I honestly couldn't tell which side of the screen (hdr versus normal) looked better. I guessed that they were simply doing some global gain adjustment on each frame, like auto-gain on a video camera.

      It's not clear video games should be internally rendering to very high dynamic range, since they will have to range compress that down to a common display device. If they're only trying to get halo's around light sources there is probably a more direct way to do so. A proper, non-uniform, non-linear tone-map operator is pretty expensive. I guess some simple ones might be feasible with todays pixel shaders, but they'd probably have artifacts. Check out http://web.mit.edu/yzli/www/hdr05.pdf for a good, recent SIGGRAPH paper on dynamic range compression.

      to summarize- getting HDR images or renderings is very easy. Getting them onto a normal display device with maximum perceived quality and contrast is hard.

  22. Re:AnandTech's review from a month ago was better. by Eideewt · · Score: 1

    +1 for AnandTech and decent journalism.

  23. Auto-auto-levels by kappa · · Score: 2, Insightful

    Looks like they apply auto-levels to each frame. That shouldn't affect performance a lot, btw. It is really a work-around for bad rendering. They could fix low dynamic range earlier in the output pipeline.

  24. HDR needs HDR display... by Max+Romantschuk · · Score: 2, Interesting

    A chain is only as strong as it's weakest link.

    Too bad the BrightSide display is "a little costly"... (Think several small cars -costly.)

    --
    .: Max Romantschuk :: http://max.romantschuk.fi/
    1. Re:HDR needs HDR display... by MikeBabcock · · Score: 1

      True HDR would require screens that were as bright as the sun, sure, but then we'd all go blind watching sunsets on TV. The effect desired is to make the mind see what it would see in those situations where there is very bright and very dark areas in the same space.

      If you're on a bright beach, it looks bright, but not nearly as bright as when you first look out your hotel room at it. A good HDR implementation would make the beach brighter when you first look at it, for example.

      Burnout 3 Takedown on the PS2 has a similar effect in the icy areas when racing; it makes the road so bright and blurry from the sun's reflection that you can't see the oncoming traffic. Despite only being as bright as my tv, the effect is very realistic.

      --
      - Michael T. Babcock (Yes, I blog)
  25. God Damn It by Anonymous Coward · · Score: 0

    Not another one of these. Theres been a hundred if theres been one. I probably know as much or more about modern 3d engines than the guys who write these articles anyway. Unless I see it at beyond3d, it probably not worth it.

  26. What the title should have been by Anonymous Coward · · Score: 0

    Half Life 2: Lost Cause!

    I mean seriously, I would rather have had them work on their anti-hacking technology rather than this.

  27. HDR in action by roxtar · · Score: 3, Interesting

    One of my friends has a Geforce 7800 GTX. Here are some screenshots of Farcry with HDR enabled.

    1. Re:HDR in action by ameoba · · Score: 1

      If you have a DirectX 9 capable video card, here's a nice demo of some HDR lighting on simple objects.

      --
      my sig's at the bottom of the page.
    2. Re:HDR in action by rahulkool · · Score: 1

      thanks to my fren rohit.... today i registered at slashdot ..... i have following this site from many years tho :) ..... anyways here are some more screenshots of farcry and half life with HDR on ..... but the worst thing in farcry is u can't switch on HDR and AA toghether :( ..... also there is too much FPS hit with HDR in mine case its around 20-30 FPS @ 1280x960 ..... actually mine GTX is very limited by the processor i am using ..... enjoy the pics .....

      --
      i work for money, if u want loyalty, Go get a Dog.
  28. Fundamental definition by FromWithin · · Score: 3, Insightful

    The major part of HDR (excluding glare and all that), is that it is a way to model the way that the iris (the black bit in the middle of your eye) opens and closes at different brightness levels.

    There is something missing though, which I think would be beneficial. Basically, the eye has rods and cones for luminance and colour respectively. The rods are far more sensitive than the cones, with the result being that in very low light conditions, we see in greyscale. I have never seen this effect in a game (or film), and I think it would really enhance the realism, especially in darker games like Doom3. It would be even better if the display could become slightly blurry and noisy as the rods are not as high resolution as the cones.

    1. Re:Fundamental definition by Eideewt · · Score: 1

      Most films get more monochromatic as they get darker, and is it really necessary to model the lower resolution of the rods? After all, the image really is darker, and we are viewing it with those cones. It would be cool to see games get greyscale in the dark though.

    2. Re:Fundamental definition by Anonymous Coward · · Score: 0

      HDR doesn't actually have anything to do with modelling the human eye. It's simply a way of representing lighting values beyond the typical 0-1 range. On today's monitors this is a dynamic range of about 400:1. Scenes containg a dynamic range of 100,000:1 or more are not uncommon in the real world.

      Modelling the behavior of the human eye is the job of a tone mapping operator. TMO's are responsible for taking an image that has too big a dynamic range to be shown on a regular monitor and squashing it down so that it can be displayed. There are a multitude of tone mapping operators out there that all treat this problem in different ways. Some of them do what you just described and try to model the human eye by doing things like resolution and color degredation in low-light scenes and blooming (like the operator being used in HL's engine). They pretty much all try to conserve image contrast - either locally or globally. There are some that try to mimic the way film in a camera responds to light as opposed to the human eye. The list goes on and on...

      If you happen to be interested in reading more about a tone mapping operator that does the whole rods/cones thing, here you go. http://www.graphics.cornell.edu/~jaf/publications/ sig98_paper.pdf

    3. Re:Fundamental definition by entrigant · · Score: 1

      Is this a joke? You see our eyes ALREADY DO THIS. We don't need to simulate it! Why waste time making the dark areas of a game greyscale and blurry when our eyes will already do that for us if the scene is dark?

  29. Re:Article text, non-paginated, for your convenien by Fallingcow · · Score: 4, Funny

    In a game like NFS, replicating this realistic phenomenon is difficult and nearly impossible for the lack of the ability to specify whiteness beyond level 1, but with HDR, you can accomplish just that, which is why it's important to gamers that demand realism from their games.

    So you're saying that this one goes to eleven?

  30. new technology? by two.oh · · Score: 2, Informative

    HDRI has been around for a long time --since the late '90's. I don't understand why this is considered new, especially since Paul Debevec introduced this at Siggraph in '99 (?) in Fiat Lux. It's been in almost all the latest big VFX movies to date. HDRI is not a "a lighting process that's been designed to emulate in-game or artificially generated lighting". It is a method of lighting scenes using real-world lighting scenarios. I suppose this is new to the video game industry, but this has been around for quite awhile, so the article is a bit misleading. For more info about HDRI, go to Paul Debevec's site: http://debevec.org/

    1. Re:new technology? by Anonymous Coward · · Score: 0

      Debevec didn't invent HDR either, he just popularized it. The same is true for the relighting techniques that are apparently hot in computer graphics right now.

      It's always the same thing: engineers and scientists invent this stuff and the graphics people get the credit when they finally get around to showing pretty pictures with it at SIGGRAPH.

  31. HDR is not a new thing by vectorian798 · · Score: 2, Informative

    HDR has been around for a longer while than you think. It has been used in games before, it has been demoed before. Some of you may recognize HDR in the form of light blooms, especially from the earlier screenshots of the Unreal 3 Engine, as seen here:
    HDR Glow in Unreal 3

    Although some say light blooms are NOT high-dynamic range (which is true for the case where you just make something radiate light in a way that washes out details of objects around it - see here), light blooms can be done with high-dynamic range color, which is what the Unreal 3 Engine page mentions in a brief caption for the above picture.

    Anyways, there are other games that ALREADY do HDR, such as Far Cry (with patch 1.3 or above). The best place to get a good view of it is ON a beach in Far Cry that is directly in the sun. It is funny that Far Cry has been ignored as the first of its kind in many things, but it really did do a lot of stuff that Doom 3, Half Life 2, etc. did, except earlier. It was also virutally bugless, compared to for example, the stuttering bug common in Half Life 2. Most are misinformed in crediting games such as HL2 or D3 in bringing in the generation of shader-heavy games (aka 'next gen' games).

    That being said, if you don't know what HDR is, the Anandtech Article on HL2:TLC is a good read.

    1. Re:HDR is not a new thing by KylePflug · · Score: 1

      Wow. Far Cry is virtually bugless? I must have gotten a bad copy. I've had more texture glitching in that game than just about any other to date, and sound errors that put HL2s stuttering to shame (for example, if you kill someone while he's firing, the supremely annoying assault rifle noise keeps playing. Forever.)

      Some (but not all) of this was resolved over time with video driver updates, but still. I've never suffered any bugs with HL2. I thought I had the stuttering bug, but it turned out I had 512mb of RAM. Not enough for max settings. Half the people who complained about the stuttering bug (and some who still do, even though it's fixed) just didn't have enough memory in their computer or on their card.

      Anyway, it's good to point out that HL2 isn't the first use of HDR in a game, although I find the implementation much more impressive than Far Cry or the half-way blooms used in some games (such as Tribes:Vengeance).

      Most games to date have used HDR as equivalent to bloom. Perhaps Valve should have made up an equally confusing term, but their technology is, while not revolutionary, a breakthrough in terms of how it performs, how it looks, etc. And DoD:S is the first game that I'm aware of to SHIP with HDR.

    2. Re:HDR is not a new thing by delus10n0 · · Score: 1

      Far Cry also has the unique ability to run like dog-crap on my X800, while HL2 does not. Go figure. Is 1024x768 too much to ask for?

      --
      Not All Who Wander Are Lost
  32. Re:HDR is used similarly in film/digital photograp by temojen · · Score: 1
    notice that the sky is properly exposed as well as the vegetation on the hill in the foreground; this would be impossible to capture with many cameras.

    Graduated neutral density filter. Cokin makes a nice kit.

    Actually a whole lot of what gets done in photoshop can be done much faster at exposure time. Like lighting colour adjustments (warming/cooling filters), Increasing colour saturation (polarizers), selective focus (large aperature and/or vaseline smeared UV filter), perspective correction (proper camera placement and/or tilt/shift lens or a View Camera), etc.

  33. Interesting but.... by kentrel · · Score: 1

    Any screenshots or video demo anywhere?

  34. If I recall correctly... by Anonymous Coward · · Score: 0

    The Doom 3 engine supported HDR, while the game didn't make use of it. They did that for self-shadowing, too.

  35. Re:HDR is used similarly in film/digital photograp by two.oh · · Score: 1

    I'm a little curious to know why no one on this thread has mentioned the guy who first started implementing it the way it is used now in the first place. We might as well just forward a link to his site and Siggraph papers.

    Paul Debevec's homepage

  36. Re:HDR is used similarly in film/digital photograp by Buran · · Score: 1

    Sure, and those filters are indeed very useful. My comments are meant to be interpreted as applicable to a camera with a lens attached and no filters. But you are right - GND filters are fantastic for landscape shots.

  37. Re:AnandTech's review from a month ago was better. by Ford+Prefect · · Score: 2, Informative

    There was good article on Ars Technica as well, going into a fair amount of technical detail into why Valve's HDR implementation is interesting, and why it took so long (and so many attempts) to create.

    I'm still waiting for the updated Source SDK so I can build maps using HDR - it's something I'm really looking forwards to. Eat your heart out, darkness-obsessed Doom 3 and friends! ;-)

    --
    Tedious Bloggy Stuff - hooray?
  38. Re:HDR is used similarly in film/digital photograp by Buran · · Score: 1

    I think some other poster did, run a search on his name... I didn't because I hadn't heard of him, but I'll look at that when it isn't 3AM.

    Sidenote: Your username makes me wonder if you're a VW driver. Are you?

  39. Good graphics = Bad graphics by sick_uf_u · · Score: 2, Insightful

    Finally! I've been waiting for the day developers would decide my graphics card with its high-res 32-bit textures displayed on 1600 by 1200 with maximum draw distance, 3 kinds of filtering, and 8 layers of model mesh effects would look better washed out anytime the sun is up.

    I can see it now- Unreal Tournament 2007: Pre-Order and get a FREE pair of Eagle-Eye sunglasses using patented NASA anti-glare technology!

    Just give me the damn Kryptonite fog already. Serves us right for letting game designers use that much texture memory for crap like sand anyway. What did we think we were supporting?
    Anyone wanna play Duke Nukem 3D? Now THAT game had some good graphics.
    Or some MultiTheftAuto VC before the HDR-compatible windshield glare updates?

  40. Sounds better when you change brightness by porneL · · Score: 1

    Take a picture of white sheet of paper and a flashlight turned on. Decrease brightness by ten. With regular picture (brightness 0-255) paper will look as dim as flashlight. With HDRI (0-gazillion) actual brightness of flashlight will be preserved and look much brighter than white sheet of paper.

    BTW: Quake1 had poor mans HDR - palette with few colors which weren't affected by lightmaps.

    1. Re:Sounds better when you change brightness by Anonymous Coward · · Score: 0

      HDR maps the linearly-stored luminencence/radiocity data of the environment (which are, depending on implementation, single-byte varaibles) to exponential ranges. Higher parts of the exponential range have less precision because of this, but it ends up not really mattering.

      Because HDR is not a hardware-spec technology, implementations are created in various ways. Generally however, fragments are somehow darkened or lightened by what their radiocity is (in exponential form) compared to what the current appature size of the camera is. The appature size can also be thought of as the current normal radiocity.

  41. Re:Article text, non-paginated, for your convenien by famebait · · Score: 4, Insightful

    That is the worst explenation of HDR I have ever seen. Clearly missed the point.

    --
    sudo ergo sum
  42. FarCry v1.3 too! by antdude · · Score: 1

    FiringSquad did a review on it a few months ago.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  43. FarCry 1.3 had HDR. by Anonymous Coward · · Score: 0

    Day of Defeat: Source

    Simulation of the pupil wide open from exiting a dark area:
    http://images.filecloud.com/57502/dod_anzio0005.jp g

    A little less open:
    http://images.filecloud.com/57503/dod_anzio0006.jp g

    Eyes getting pretty adjusted here:
    http://images.filecloud.com/57504/dod_anzio0007.jp g

    Eyes back to normal:
    http://images.filecloud.com/57505/dod_anzio0008.jp g

    Btw Far Cry 1.3 had HDR.
     
    /kaffein

  44. Time for a new buzz feature by Anonymous Coward · · Score: 0

    HDR is old hat now, seriously. It was fun to see in a few games and I liked the tech demos back in 2002 on my Radeon 9700 Pro but I honestly don't care about it anymore, what is the big deal?

  45. Re:Article text, non-paginated, for your convenien by yfkar · · Score: 5, Informative
    Indeed.

    "HDR allows you to make the objects brighter by allowing them to use the full brightness capabilities of the monitor."
    Pretty bad lie. By using a #ffffff color you already "use the full brightness capabilities of the monitor", unless you count turning up the brightness setting in yout monitor. As it has already been said, it lets the objects be brighter in the internal calculations, not on the monitor.

  46. my brigthness goes to eleven by eyal0 · · Score: 2, Funny

    Either HDR is a bunch of crap or the explanation is. I'm reminded of Nigel of Spinal Tap explaining how his amp is better because it goes to eleven.

    1. Re:my brigthness goes to eleven by Anonymous Coward · · Score: 0

      That is exactly what I thought of too! Crappy explanation and Spinal Tap.

  47. WTF - no screenshots?!? by Might+E.+Mouse · · Score: 2, Informative

    I hate to be "one of those people" but this article sucks - four really short pages and not a single screenshot - WTF?!? If you want to *see* Valve's HDR, you'll do no better than bit-tech's series of articles:
    Half Life 2: Lost Coast HDR overview
    Half-Life 2: Lost Coast review
    Half-Life 2: Lost Coast Benchmarks
    Day of Defeat: Source review

  48. See also by jacoplane · · Score: 1

    HDR, Half Life 2: Lost Coast, and the Future of Gaming -- Has a lot of good examples of what HDR exactly involves.

  49. Is this some kind of joke? by teh+bigz · · Score: 1

    They wrote about Valve's HDR implementation WITHOUT any screen shots included? Slashdot, can I have the 20 minutes of wasted time back please? Thx

  50. Doesnt actually explain HDR by kosh_mdh · · Score: 2

    Another article about HDR that doesnt actually explain what is really is. It starts off ok but then falls appart. Bloom isnt HRD, Exposure control isnt HDR, Radiosity isnt HDR...whats more all of things are possible in LDR (though exposure control is a bit difficult). HDR just makes everything more realistic. The stuff about the contrast ratio of displays. The final contrast ratio of the image isnt what HDR is about either. The it will be important with newer monitors. I mean a LDR image has a contrast ration of 256:1...whats the contrast ratio of a normal CRT? LOL, if that was so important...whats the point of downloading normal JPEG previews of loast coast? Its articles like this are what make people say "WOW..another game with specular bloom...not worth a $400 graphics card". I am getting tired of reading these articles that attempt to 'dumb down' these subjects for us everyday gamers...the trouble is, most of the time theyre totally misinformed. I remember when HDR first became known (to gamers: its already known to 3D artists), most magazines explained how it was a way of displaying ever more colours and that our current 32 bit systems dont display enough colours to be realistic. Though that might be true its not what HDR is. The most basic flaw in these articles is that HDR isnt just lighting. HDR makes EVERY aspect of the games graphics more realistic (or has the potential to). Bloom, motion blur, global illumination (once its implemented in games), fogging, reflections, depth of field, ambient occlusion (once its implemented in games), transparency all become more realistic in a HDR engine. Thats before you even concider the contrast ratio of the monitor.

  51. Crap article. Check out OpenEXR by Emil+Brink · · Score: 2, Informative

    As very many have already pointed out, that was indeed a crap article. I don't want to spend any time quoting it and going "WTF?!", but I *do* want to link to OpenEXR, which is a file format for managing HDR images. It typically uses 16-bit floating point numbers per pixel, which seems to give a decent brightness range. It's cool to watch the same image rendered using different levels of "virtual exposure". It's by Industrial Light and Magic, which some of you might have heard of. I have, of course, no affiliation with either, just wanted to link to something relevant.

    --
    main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
    1. Re:Crap article. Check out OpenEXR by MikeBabcock · · Score: 1

      Wouldn't HSV be a better format for in-game textures? It would allow for the moderation of lighting in a more 'correct' way, would it not?

      --
      - Michael T. Babcock (Yes, I blog)
    2. Re:Crap article. Check out OpenEXR by saddino · · Score: 1

      If you're on Mac OS X, the easiest way to check out OpenEXR is to download the freeware utility OpenEXR Viewer. That page also has a direct link to the official distribution's sample images.

    3. Re:Crap article. Check out OpenEXR by Anonymous Coward · · Score: 0

      HSV is a perceptual based color space. Depending on what you consider 'more correct' HSV might be a good color space, might also be the worst.

  52. Parent is "Think about your breathing" troll by Anonymous Coward · · Score: 0

    Hello mods.

  53. Article with pictures by pfafrich · · Score: 1

    Bit-tech.net has an Article on Half Life-Lost Cost which has screenshots showing effect of HDR and link to a video.

    --
    There are four sorts of people in the world: fools, lunatics, idiots and morons. - Umberto Eco, Foucaut's pendulum.
  54. fade to black by wild_berry · · Score: 1

    Going outside made you realise how much we're missing? [/basement-joke]

  55. Re:HDR is used similarly in film/digital photograp by Anonymous Coward · · Score: 0

    Great post.
    Thanks

  56. this is new? by v1 · · Score: 1

    Turning up the contrast and brightness on a sprite does not strike me as revolutionary. Is there something special about how they're doing it?

    --
    I work for the Department of Redundancy Department.
  57. And that would be inaccurate, too by Animaether · · Score: 3, Insightful

    Paul Debevec, through his papers on acquiring low dynamic range imagery and turning that into high dynamic range imagery - and a utility to go with it coded with help from others; HDRshop, has made HDR accessible and popular.

    However, 'HDR' as the storage format being used most frequently already existed in the rendering application Radiance for a long, long time before that.

    In fact, -most- rendering applications render in HDR - but are forced to clip values so that you can actually output it to a regular display (e.g. your TFT) or storage format (e.g. JPG).

    In fact, Valve's HDR isn't an HDR display technology. It's a partial HDR pipeline for rendering (making sure that glints of the sun are bright on water surfaces, and not dull), processing (bloom effects) and simple tone mapping a la a LUT (look into a room from a skylit outside, and the room may appear dark. Walk inside, and the room appears normal whilst the outside world will appear very bright indeed. Note that a more proper tone mapping algorithm would, besides being computationally very expensive, show the room normally and the outside world bright - but not so bright as to be blown out.)

    Once we've all got HDR displays (search on Slashdot for these - I've seen them, they're awesome), we can do away with all these basic gimmicks as the human visual perceptance system will simply do all the interpreting of what should be 'correct' HDR values coming from the display.

  58. Slightly different tack---HDR Compression? by Grendel+Drago · · Score: 1

    Anyone here familiar with Gradient Domain High Dynamic Range Compression? Truly stunning imagery, but I've been having a bitch of a time actually trying to code the given algorithm. I don't suppose someone else already has? The examples look truly, truly fantastic.

    --
    Laws do not persuade just because they threaten. --Seneca
    1. Re:Slightly different tack---HDR Compression? by Anonymous Coward · · Score: 0
  59. Re:Monitors and 8 bit RGB by sunderland56 · · Score: 1

    A CRT monitor is NOT limited to 8 bit RGB - it's an analog device. It responds to a voltage between 0 and 0.7 V. The back end of your graphics card typically has an 8 bit DAC, which converts the signal, and is the bottleneck. Some workstation-based graphics solutions in the past have had 10-bit DACs, but that hasn't trickled down to PCs just yet.

    Don't belive me? Go watch TV... it is transmitted and processed in 10 bits, not 8. True for both SD and HDTV.

  60. Re:Article text, non-paginated, for your convenien by Anpheus · · Score: 0

    Not just eleven, but I got all the way to Special A brightness! It's like the real world, but spiffier.

  61. Games by Anonymous Coward · · Score: 0

    HDR is in:
    Seriosu Sam 2

    Far Cry

  62. Re:AnandTech's review from a month ago was better. by Verteiron · · Score: 1

    From the screenshots, this looks just like the "Post-processing" used by Guild Wars since its release...

    --
    End of lesson. You may press the button.
  63. Still needs work... by youta · · Score: 1

    I've played Lost Coast, and while HDR does add some great effects at times, the entire effect appears to be sampled from the center of the screen, so as you pan over objects of different brightness, the entire world eventually changes to compensate. This effect is like being outside and a small cloud passing in front of the sun momentarily, the entire world gets dimmer/brighter - and I found this to be very distracting.

    Ironically, this was Valve's showcase for advanced HDR (not the lesser HDR in DoD:Source) - and in the opening title screen, the sun is so over-exposed that the word HALF in HALF-LIFE is almost unreadable. So while pre-HDR some things were hard to see because it was too dark, now you may have the same problem on the flip side being too bright. (either way, it's a quality issue)

    Hopefully they will keep working on this.

    1. Re:Still needs work... by Zed2K · · Score: 1

      Make sure your settings have HDR on everything instead of just bloom.

      Also make sure you shoot out the windows in the church at the end, really cool effect from those.

  64. High Dynamic Range Display Hardware by graphicsguy · · Score: 1

    Actually, there are already 16-bit high dynamic range displays using LEDs plus LCD technology. I've seen them on the exhibition floor at SIGGRAPH, and they are extremely impressive. (No, please don't ask for a picture of one :-P )

  65. HDR is marketing speak by ameline · · Score: 2, Informative

    for more bits per color channel. 8 bits is clearly not enough. 12 bits (linear) is almost, but not quite enough to represent what film can, or what the human eye can see. 16 bits is enough. But not for everything...

    A seond use for more bits is various image based rendering techniques. For these, 16 bits is often not enough, unless you go floating point -- and even then, 32 bit floats will produce better results. These techniques often use "blacker than black" (negative values) and "whiter than white" (values > 1.0) as intermediate results of calculations.

    As a side note lamenting the demise/withering into obscurity of a once great company, starting around 1992 with the reality engine, SGI made graphics pipelines with 12 bit/channel RGBA support from end to end. It is only recently that we see support for more than 8 bits/channel in the pc world.

    --
    Ian Ameline
    1. Re:HDR is marketing speak by Forbman · · Score: 1

      Matrox's Parahelia cards supports/ed more than 8bpp... and that was at least 4 years ago when they flopped onto the market.

    2. Re:HDR is marketing speak by ameline · · Score: 1

      Really? Through the entire GL pipeline, including textures? And 4 channels throughout? I'm surprised.

      --
      Ian Ameline
  66. HDR isn't new by Anonymous Coward · · Score: 0

    Age of Empires 3 does it (at least on Nvidia 6800/7800), and there have been tech demos about it available for quite some time.

  67. Condoms are only 98% effective by Anonymous Coward · · Score: 0

    Thats not good enough. I vote for mandatory vasectomies/histerectomies of all stupid people. That will work out much better.

  68. You are far too genereous by Darius+Jedburgh · · Score: 1

    In this particular case the "graphics people" get the credit because he's mounted a massive publicity campaign of trying to convince people that the technique is his using PR people to flood magazines and award giving institutions with press releases. I think you'll find that other graphics people don't crave publicity for other people's work quite as much. The nost heartening thing here is the number of posters, including you, pointing out that Debevec didn't actually invent anything. I've had run-ins with him myself: he claims credit for work done by me and colleagues on his web site, going so far as to add his name to something that doesn't bear his name. (Fortunately for us nobody else in the business uses his name here.)

  69. HDR Effect on Slashdotters by borawjm · · Score: 2, Funny

    I'm sure /.'ers know full well the effects of HDR in those rare occasions that we actually venture outside into the sun.

    1. Re:HDR Effect on Slashdotters by borawjm · · Score: 1

      Furthermore, I find it ironic that we attempt to emulate it in a video game. The very thing that is keeping us from going outside ;)

  70. here is a superior analysis by ruiner5000 · · Score: 1

    with screenshots and benchmarks comparing SLI and Crossfire performance.

    http://www.amdzone.com/modules.php?op=modload&name =Sections&file=index&req=viewarticle&artid=195&pag e=1

    --
    ignorance is bliss. googlefiberatx.com
  71. HDR free demo by Anonymous Coward · · Score: 0

    A fairly impressive app that demonstrates HDR, motion blur, depth of field, etc. can be found here.

    http://www.daionet.gr.jp/~masa/rthdribl/

    My lowly graphics card can barely handle this app (Geforce 4200), but I can't wait until games support all of these features.

    1. Re:HDR free demo by Anonymous Coward · · Score: 0

      Correction, my card cannot handle this app, but most DirectX9 capable cards can run it at least modestly.

  72. Re:HDR is used similarly in film/digital photograp by Anonymous Coward · · Score: 0

    From all the screenshots HDR in games seems to just add the effect of the game having been videotaped with a bad camcorder that blows out either the highlights or the shadows. The funny thing is, HDR in photography tries to do the exact opposite - to capture both the highlights and the shadows and display them simultaneously using some kind of compression.

  73. The Future of Graphics by miyako · · Score: 2, Insightful

    I think that technologies like this being refined are really where the future of gaming graphics is going to be for a while. While there is still a ways to go in terms of polygon count, texture and bump mapping, etc, a lot of progress has been made in these areas. I think what we will see (or hope to see anyway) offered in newer games is more support for technologies that simulate real time lighting, shadows, translucance, refraction, etc. A large part of this I think is that there are only so many resources that can be dedicated to artists now to create higher polygon count models and higher resolution more diverse textures, so things that can be done to increase the visuals of a game without having to dedicate significantly more resources to artists can vastly improve the visual quality of a game without such a significant increase in cost associated with actually crafting those visuals. With technologies such as this allowing a more realistic rendering of ourdoor scenes combined with improving algorithms for creating outdoor environments and the ability to create fractal plantlife I think that we will see a new generation of games that take the player more and more often into the less confined feeling outdoor world.

    --
    Famous Last Words: "hmm...wikipedia says it's edible"
    1. Re:The Future of Graphics by mynzai · · Score: 0

      Except for the 'confinement' of their 20 inch monitor...

      Basically, your entire long-winded prose can be summed up as:

      "Better tools=better games."

      Gee, I never thought of that.

      m

  74. Re:Article text, non-paginated, for your convenien by poot_rootbeer · · Score: 1

    So you're saying that this one goes to eleven?

    No, it goes to #FFFFFF + 1.

  75. Re:Article text, non-paginated, for your convenien by PierceLabs · · Score: 1

    Good, somebody said it because I was wondering how they were going to crank up the brightness MORE than than the brightness of my monitor. That just seemed to be impossible.

  76. Re:Article text, non-paginated, for your convenien by badmammajamma · · Score: 1

    Actually #ffffff will not render the full brightness of your monitor unless you have your monitor's brightness turned all the way up. Even then it won't be full most likely since other settings can impact brightness as well. However, you're right that the article is misleading.

    --
    Any man who afflicts the human race with ideas must be prepared to see them misunderstood. -- H. L. Mencken
  77. so it's an improvement in precision, not range by poot_rootbeer · · Score: 1


    So if I'm grokking the Game Developer article correctly, this technology basically consists of keeping graphics processing in the floating-point domain until the very last moment, so that the integer nature of the hardware buffers doesn't cause a loss of precision through processing stages.

    It shouldn't be long until graphics accelarators have full hardware floating-point support, at which time the buffer transformations can be taken back off main CPU and memory and returned to the GPU. But doing it in software first may be the only way to give the graphics hardware manufacturers a kick in the pants, the only way of demonstrating to consumers the benefits of HDR graphics.

  78. Re:AnandTech's review from a month ago was better. by KDR_11k · · Score: 1

    It's internal precision so it's not visible on screenshots. It allows for simulating the iris adjusting to the brightness level because it stores the brightness information in more than 256 shades (or 1024 in most modern engines, two overbright bits, AFAIK) so there won't be any artifacts from making stuff brighter or darker.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  79. Re:AnandTech's review from a month ago was better. by default+luser · · Score: 4, Informative

    You know, it masquraded as a good review, until I read stupid-assed commentary like this:

    Here, we see how the bloom effect starts to put a strain on the lower memory cards. The X800 and, in particular, the 6600 GT are the most memory-limited of these cards, but ATI's X800 does significantly better than the 6600 GT.

    Welcome to Video Rendering 101. Tell me class, which card will be faster, and by how much:

    The 12-pipe, 400 MHz core clock card (x800), or the 8-pipe, 500 MHz core card (6600 GT).

    This isn't hard. The x800, when core-limited, should produce speeds 20% faster than the 6600 GT...and lord almighty, it's a miracle: the x800 is 20% faster than the 6600 GT with full HDR enabled! It must be the EXTRA 128MB RAM, or the 40% FASTER MEMORY SUBSYSTEM. It couldn't be the damn raw pixel processing power advantage.

    And now class, why would the lower-end cards in this test show greater performance loss? Is it because Here, we see how the bloom effect starts to put a strain on the lower memory cards.

    HELL NO.

    It's called CPU-LIMITED. You can't measure true relative performance drops becuase the scene is CPU-limited to approximately 70fps. The 6600 GT is not even able to reach the 70fps mark without HDR, and suffers noticably with it on. The other cards scale as you would expect them to according to raw core clock speed, once you turn up the pixel processing requirements (full HDR), and the 7800 GTX is STILL CPU-limited.

    And then, after mentioning it CLEARLY in the breakdown above that Valve's HDR implementation supports FSAA, AND after seeing plain-as-day that the 7800 GTX is still CPU-limited, the author doesn't try out FSAA performance. A 5-year old could write the same review.

    I wouldn't be surprised at all if most of the language and pictures are verbatim from a Valve-supplied press pack.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

  80. Re:AnandTech's review from a month ago was better. by Eugene · · Score: 1

    someone mod the parent up~

    I'm really tired to see a few /. regular sites which supposedly write reviews, but it's actually just advertising using /. effect.. and while good reviews on other sites gets no attention, until people are posting them in the threads.

  81. Re:HDR is used similarly in film/digital photograp by LtOcelot · · Score: 1

    Graduated neutral density filter. Cokin makes a nice kit.

    ...one that leaks IR like a sieve. Not good on a camera with any significant IR sensitivity, unless you like magenta skies.

  82. But... by Anonymous Coward · · Score: 0

    This one has eleven

  83. News? I've tested it last week. by anhdres · · Score: 1

    It is really old news. I've played Lost Coast myself last week downloaded with Steam-Down which now seems to be available at http://cs.rin.ru/forum/viewtopic.php?t=17163 I suppose it's even easier for people with legal Steam accounts. I must add, that technology showcase level is a piece of art.

  84. Cute but not quite by uberjoe · · Score: 1

    Condoms will halt the spread of aids yes, however you assume that hunger is caused by overpopulation. This is simply not the case. There is plenty of food being produced in the world, more than enough to feed everyone. The problem is that the only people who get food are the people who can pay for it. Poverty causes hunger, not population pressure.

    --

    The days of the digital watch are numbered.

    1. Re:Cute but not quite by Anonymous Coward · · Score: 0

      I think your missing the point. Africa is starving because africans in general fuck like rabbits, that is why there is such a spread of aids. When you have 8 kids and only make $2 a year, of course it gets hard to feed them. If everyone wore condoms they would just be worrying about themselves and not there 8 kids, and the cycle of poverty could slowly be broken down. When 3rd world countries reach the point where they are self sustaining 2nd or 1st world countries, then they can have there 8 kids, but it's just inhumane to bring children into the world that you have no way of feeding to begin with.

      Maybe it's time for a modest proposal to be taken seriously.

    2. Re:Cute but not quite by idlake · · Score: 1

      Poverty causes hunger

      Yes, and unwanted pregnancies greatly contribute to poverty, for a variety of reasons. Hence, reducing unwanted pregnancies reduces hunger.

      But it is false for you to conclude that overpopulation isn't also responsible for hunger. There may be enough food in existence in theory to feed the world, but obviously, we don't manage to distribute it efficiently. There is no reason to believe that we'll solve that problem. Lower population densities and numbers mean we need to distribute food less efficiently, and that local production may be sufficient to support local populations.

  85. Non-linear sensitivity by tmasssey · · Score: 1
    Thank you for posting that link. The original article made zero sense to me. Even the Ars article doesn't explain it well. But at least the Ars article had pictures that demonstrated the effect.

    I believe that they're using HDR to model the non-linear sensitivity of the eye (and of photographic film). What threw me off was the talk of over- or under-exposing film. As a photographer, that doesn't make sense. It doesn't change the amount of light present in a scene. It just captures more or less of it, and thereby over- or under-exposing the film. Sure, highlights would be better represented in an under-exposed picture: you're not clipping them. Same thing for shadow detail in over-exposed pictures. All you're doing is selecting a range of levels within the scene to have properly represented, at the sacrifice of everything outside of those levels.

    What didn't make sense was why expanding the range of brightness levels would change anything. Tripling the range (so that all brightness levels go from 0-3) doesn't buy you *anything* (except increased "resolution" of brightness, which isn't relevant here). This is made obvious when you then *divide* the resolution by 3 in order to display the image on the screen! And like others have said, you ain't making white any whiter than #FFFFFF...

    However, the difference is that photographic paper, film, and the human eye are non-linear, and HDR gives the engine information that allows it to mimic this non-linear nature in motion effects. This is shown clearly in the difference in motion blur between HDR and non-HDR. By increaing the *internal* level of white on the windows, you allow the software to shift the level of brightness of the different objects in a non-linear way. It's that non-linear mapping of the expanded brightness range into the screen brightness space that is different.

    It also sounds like they are not doing this by simply increasing the range of brightness and using some non-linear function to map the expanded range into the "normal" range of the monitor, though it seems to me that this would be the most accurate way of doing this. According to the Ars article, it sounds like this is being done with a "radiosity channel" (kind of like an alpha channel). Of course, my guess is that this is more for performance than for effect: for those things that don't need the enhanced radiosity, you can skip the whole non-linear portion and just map it directly. I would assume that they would save a relatively small percentage of values at the top end only for highly radious (is that right? radial?) areas, and map the non-radious images into the rest of the range. However, I have no idea how this is actually done, or even if my guesses are correct. I'd love to know from someone who has a better understanding where I went wrong! :)

    Interesting. It seems to me that HDR is kind of like motion blur for brightness. However, I wonder if, like motion blur, it's an exaggeration (or outright fabrication) of something we don't really see? For example, motion blur as seen by a camera is *way* greater than motion blur as seen by the eye. A runner, for example, running perpendicular to a photographer will blur with anything but a relatively high shutter speed, but they don't look blurry to the eye as they run by a spectator. I have a feeling that the effects generated by HDR may also be an over-exaggeration of what the human eye actually sees, rather than what film actually records. While it matches what a camera might see, it doesn't match what the eye would actually see in the camera's place. Or, for that matter, a different camera, with different film, and a different shutter speed! :)

    But whatever. If people think it "looks" better, even if they're wrong, who cares? Go for it! :)

    1. Re:Non-linear sensitivity by bobstatesman · · Score: 1

      What didn't make sense was why expanding the range of brightness levels would change anything. Tripling the range (so that all brightness levels go from 0-3) ... This is made obvious when you then *divide* the resolution by 3 in order to display the image on the screen! And like others have said, you ain't making white any whiter than #FFFFFF...

      The idea of HDR as used commonly in rendering is not to have more resolution *between* 0.0 to 1.0, but to have colors *higher* than 1.0 (and possibly less than 0.0). In your case, the colors would *not* be divided by 3 when output to the monitor - anything higher than 1.0 would get capped.

      Values higher than 1.0 are stored for internal calculations - this extra information can have a huge effect on the final output image. Take for example, a scene with an overbright sky. The brighter parts of the sky would show up as (r,g,b) == (1.0, 1.0, 1.0) after the colors get capped, so what's the point of having it stored internally as higher than 1.0?

      Well, lets say that same scene also had a chimney or something spewing out dark smoke in front of that bright area of the sky, and color data on the framebuffer was stored simply as 1.0 1.0 1.0. Since the smoke is darker than the sky (lets just say it's all 0.0 0.0 0.0 for the sake of simplicity), drawing it in front of the sky will result in muddy-looking, flat grey smoke (1.0 * (1 - alpha) + 0.0 * (alpha) == 0.5, if the smoke's alpha is, say, 0.5).

      Now lets say the higher range bits were stored in the framebuffer - the sky may have really bright spots which would be stored with pixel values of, say 4.0 - 8.0. The parts of the sky that are just "sort of" bright will be rendered with values around 1.0. When being output to the monitor, those really bright parts would just get capped back down to 1.0, would would be no different from the non-HDR version - assuming there are no other effects used such as the aforementioned smoke...

      So, lets go back to the smoke - when it's blended in front of the sky using the HDR framebuffer, using that same alpha blending equation, notice that those really bright spots (> 1.0) will still remain above 1.0. However, those "sort of" bright spots (about 1.0) will now be much lower than 1.0. The final output image will be much different from the one rendered without HDR - the really bright spots of light in the sky will still manage to shine through the smoke, making for some really cool effects.

      This can be put to use for things like beams of bright light shining through fog, highly realisting light/shadow interactions, etc. Again, HDR is just a way to represent colors internally - it makes logical sense too. In real life, unlike monitor screens, there is no "maximum amount" of light - it's all relative. If you're in a modestly lit room, and you take a look at a white piece of paper, that paper may look a hell of a lot brighter than anything else in the room.

      But, take that piece of paper and hold it in front of a window which opens to the sky - although the sky is "blue", which shouldn't be brighter than the "white" paper, the relative brightness of the sky makes the "white" paper look almost black (even if indoor lighting in the room is shining on the visible side of the paper). This is what computer monitors cannot reproduce - they lack this huge range, so they can display either a greyish piece of paper, which will make the sky appear completely white, or they can display a blue sky, with a dark grey or black piece of paper in front of it.

      HDR is also very useful for post-processing effects, namely light bloom. Most current games using light bloom effects had their artists manually mark textures/objects/areas/etc. which are supposed to bloom. Blooming is achieved (for the most part) by rendering the areas marked by the artists onto a seperate bloom buffer, blurring that buffer, then additively blending that buffer back onto the main framebuffer.

      However, an HDR framebuffer would work

  86. Some more screenshots ..... by rahulkool · · Score: 1
    --
    i work for money, if u want loyalty, Go get a Dog.
  87. Horribly written article by Anonymous Coward · · Score: 0

    His definition of radiosity is a joke. Can anyone just get an article linked on slashdot?

  88. Re:HDR is used similarly in film/digital photograp by Anonymous Coward · · Score: 0

    ...and have you ever noticed how photographs - particularly artistic ones by professionals - don't actually look anything like what we see with our eyes?
    The bad camcorder is a much closer representation of what we really see than a carefully composed photgraph.

  89. Hats off! by Grendel+Drago · · Score: 1

    You, sir, are a saint. Thank you, the glorious power of Slashdot!

    --
    Laws do not persuade just because they threaten. --Seneca