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FP16 blending can be used as a faster way to render HDR in video games. Shader Model 4.0 is a feature of DirectX 10, which has been released with Windows Vista. Shader Model 4.0 allows 128-bit HDR rendering, as opposed to 64-bit HDR in Shader Model 3.0 (although this is theoretically possible under Shader Model 3.0).
Current generation gaming systems are able to render 3D graphics using floating-point frame buffers, in order to produce HDR images. To produce the bloom effect, the linear HDRR image in the frame buffer is convolved with a convolution kernel in a post-processing step, before converting to RGB space. The convolution step usually requires the ...
HDR10 Media Profile, more commonly known as HDR10, is an open high-dynamic-range video (HDR) standard announced on August 27, 2015, by the Consumer Electronics Association. [1] It is the most widespread HDR format. [2] HDR10 is not backward compatible with SDR. It includes HDR static metadata but not dynamic metadata.
Memory is now faster and more plentiful, and a z-buffer is almost always used for real-time rendering. [ 41 ] [ 42 ] [ 27 ] : 553–570 [ 16 ] : 2.5.2 A drawback of the basic z-buffer algorithm is that each pixel ends up either entirely covered by a single object or filled with the background color, causing jagged edges in the final image.
Logo. HDR10+ [1] is a high dynamic range (HDR) video technology that adds dynamic metadata [2] to HDR10 source files. The dynamic metadata are used to adjust and optimize each frame of the HDR video to the consumer display's capabilities in a way based on the content creator's intentions.
Stoli. Stoli Group USA, the owner of the namesake vodka, filed for bankruptcy in December. A number of things went wrong for the unit, including a slowing demand for spirits, a major cyberattack ...
A Canadian woman allegedly attempted to smuggle 22 pounds of methamphetamine wrapped as Christmas presents through a New Zealand airport on Sunday, Dec. 8.
High-dynamic-range rendering (HDRR) is the real-time rendering and display of virtual environments using a dynamic range of 65,535:1 or higher (used in computer, gaming, and entertainment technology). [6] HDRR does not require a HDR display and originally used tone mapping to display the rendering on a standard dynamic range display.