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Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
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Bloom (shader effect), a graphics effect used in modern 3D computer games Bloom (software) , a generative music application for the iPhone and iPod Touch BLOOM (language model) , an open-source large language model
In 3D rendering applications such as video games, common full screen effects include color filters, depth of field, and full screen bloom. A color filter, for example, may desaturate an image or convert it to grayscale. These effects are usually achieved via GPU shaders
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). Shader Model 5.0 is a feature of DirectX 11.
Retrieved from "https://en.wikipedia.org/w/index.php?title=Bloom_effect&oldid=536162803"This page was last edited on 2 February 2013, at 09:51 (UTC). (UTC).
Tone mapped high-dynamic-range (HDR) image of St. Kentigerns Roman Catholic Church in Blackpool, Lancashire, England, UK. Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range.
The statement that "bloom is overused", seems to me to be a matter of opinion rather than fact. Maybe bad bloom is overused. My personal opinion (rather than fact) is that bloom is necessary to display HRD properly, and will continue to play an important role in realistic rendering of any kind. Move to strike. --rerdavies 06:07, 4 May 2007 (UTC)
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