Understanding HL2: Lost Coast and HDR Lighting
by Alec Matias, Jun 16, 2005 9:18am PDTIt's okay if you don't know what HDR lighting stands for or why it's important to Half-Life 2: Lost Coast; it's a relatively new idea that's now garnering some major press. Luckily for you, Bit-tech.net did an extensive overview of the tech and provided plenty of screenshots to show off its benefits. HDR stands for High Dynamic Range and its being touted as the next big thing in visual realism for gaming.
HDR facilitates the use of colour values way outside the normal range in an effort to produce a more realistic rendering of a typical 3D scene. If you have ever driven through a dark tunnel in your car, and then emerged out the other side into blazing sunshine, temporarily blinded by the difference in light levels - that oversaturation is one example of what is possible with HDRValve has been working on a showcase level called Lost Coast that is supposed to make dramatic use of HDR. However, at this point, it is a performance-hog, so enabling it even on high-powered rigs can bring the action to a crawl. Still, you can see it in motion with the 1.3 patch of Far Cry (media here) and in these incredibly stylistic shots of HL2 characters placed in real-life photography.
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Comments
So let me get this straight. Basically HDR is adjusting brightness, contrast, and levels in real time on a 3D application? Am I wrong or is there more to it than this?
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The only interesting stuff would be using HDR environment captures to light a scene (like in that oft-reposted thread of the HL2 characters in real life).
Personally I'll continue my one-man campaign for well-implemented motion blur.
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What? I was never taught that, and I dont know anyone who was!
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This one in particular seems ridiculous to me:
http://gotfrags.net/images/hdr/hdr7.jpg
Hello glowing bulletin board.
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In reply.
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They were made using several layering techniques with an image editor, ala Photoshop and others. They cannot be recreated by ANY gaming hardware or software (yet). Anyone with a Pentium 266, Voodoo 3 and 64MB SIMM RAM could also recreate these very shots. Even the creator of these pics acknowledges and LOL at people who think these are indicative of anything regarding HL2. Anyone with the photo manipulating knowhow could do the same with old games like Super Mario Brothers and make it look as spectacular.
Its just a bunch of overedited photos. Nothing more.
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I alway forget, I want to grant some rights to users to folders/drives and when I right click on the folder, the security tab is not there...
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I do have the latest FarCry patch installed and have been playing.
I also got a new video card, and I wasn't sure if it looked so much better because of the new video card (run at higher settings) or this HD lighting stuff was kicking in (or do you have to manually turn that ON in FarCry?)
http://www.bluesnews.com/cgi-bin/finger.pl?id=1&time=20000429013039
He already got problems with limited color ranges with Quake3, so this should be a necessary evolution in graphics.
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NVIDIA demo competiton video:
http://www-i8.informatik.rwth-aachen.de/teaching/cg1/competition_data/demo_volker_schoenefeld.avi (23.9MB, XviD)
Precomputed global illumination
Spherical Harmonics approx. of BRDF
HDR (Tone Mapping) (Automatic exposure adaption etc.)
Water simulation (Fresnel/Refraction)
From: http://www-i8.informatik.rwth-aachen.de/teaching/cg1/competition.html
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http://www.debevec.org/
It amazes me how this technology is somewhat "old", but just now it is showing on VGA cards, as it is very processor-intensive.
Good read! :D
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The second phase maps the high dynamic range of values from the first phase into the low dynamic range of your monitor. This is known as tone mapping. There are different tone mapping algorithms you can apply. Going from one tone mapping algorithm to another is an operation that changes one set of colors into another set, which is what you can do with the color editing features of Photoshop. That is why you were able to achieve largely the same effect starting from an already tone-mapped image. Using HDR will be higher quality than transforming between tone-mapped images in photoshop though, since starting from a HDR source you'll get fewer quantization artifacts (aka banding).
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http://forums.facepunchstudios.com/showthread.php?t=21286&page=32&pp=20
ICO'd.
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http://www.ati.com/gitg/promotions/crytek/index.html
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http://www.unrealtechnology.com/html/technology/ue30.shtml
And the HL2 shots were also posted here...
http://forums.facepunchstudios.com/showthread.php?t=21286&page=1&pp=20