HDR capable displays now put higher demands on tone mapping functions, as the desired output is no longer just SDR. Tone mapping has been applied to get down to standard dynamic range (SDR) displays for many years. Many games are already rendering to a higher dynamic range internally.
Let’s concentrate on HDR for this blog post. The two dimensions of improvement in these new displays are often thought of as wider gamut and higher dynamic range (HDR). While UHD as a specification was originally developed for televisions, the technologies involved will start to impact many classes of displays soon. With the advent of Ultra High Definition (UHD) television, displays are taking a substantial step forward compared to the standards developers have been used to for the past two decades. This blog explores how we added support for true HDR to a real-time 3D application, focusing on the challenges tied to game development. Authors: Jeroen Soethoudt (Nixxes), Jurjen Katsman (Nixxes) and Holger Gruen(NVIDIA)