HDR

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From here, no idea who made it; I’d like to shake his hand. Found here, but the poster found it via StumbleUpon.

HDR in games

Having seen way too much bloom on the Atacama Desert map for the Russian pilots in Battlefield: Bad Company 2 (my current addiction, e.g. this and this), I can relate.

Edit: please do read the comments for why both pairs of images are wrong. I’m so used to HDR == tone mapping that I pretty much forgot the top pair is also technically incorrect (HDR is the range of the data, tone mapping can take such data and map it nicely to a displayable 8-bit image without banding) – thank you, Jaakko.

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First day of work, so here are a few from coworkers and others:

  • Naty passed on this blog post about RGBD, a compact way of storing HDR environment map colors.
  • Gamasutra has an excerpt from Game Engine Architecture, a book we’ve mentioned before. Added bonus info on the author, Jason Gregory: he was a lead programmer on Uncharted 2 (which my older son loves, as do many others).
  • Manny Ko mentioned the free program Mendeley, which he swears by for organizing his PDF collection of graphics papers. I’ll look into it once I’ve reloaded everything after my Windows 7 upgrade.
  • Physics in graphics? Here’s one person’s extensive¬†collection of abstracts through 2005.
  • From Nicholas Wilt, interesting to hear how one brokerage firm is now using GPUs to run complex simulations for bond prices. That GPU Gems chapter on options pricing was prescient.
  • Speaking of brokers and lots of GPUs, there’s this article. I’m a little skeptical of a GPU cloud for graphics (vs. running OpenCL), since graphics cards are not quite interchangeable parts at this point. Also, CPUs don’t normally need driver updates, GPUs do. OTOY I’m super-skeptical about, I have to admit, though I’d love to see them pull it off. Anyway, fun to think about situations where network bandwidth > graphics compute power and cloud cost < local cost.
  • One more from the demoscene, Farbrausch’s The Cube – interesting effects, what looks like procedural clips and procedural surfaces using interior mapping. At least, that’s my guess. I wish they would spend a little time explaining what they did, though maybe that would ruin the magic.

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