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2004

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2005

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2002

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2003

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Graphics: Special Effects - HDR


HDR Meets Black & White 2

Francesco Caruzzi
ShaderX6, 2008.

Efficient HDR Texture Compression

Tze-Yui Ho and Chi-Sing Leung
ShaderX6, 2008.

High Dynamic Range Rendering Using OpenGL Frame Buffer Objects

Allen Sherrod (Ultimate Game Programming)
Game Programming Gems 6, 2006.

Ruby: Dangerous Curves - Effects Breakdown: How'd they do that?

Dan Ginsburg (ATI Research)
ATI Technology Papers & Presentations (GDC 2005).

Deferred Lighting on PS 3.0 with High Dynamic Range

Dean Calver
ShaderX3, 2004.

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