Jedi2016
I know quite well how HDR works. What you're describing there is the post-process.. converting the HDR image into an LDR image so that it can be displayed properly. With proper setup, this isn't necessary.
That's pretty much the "outside edge" of what HDR will be used for in games. Primarily, it's simply a means of eliminating the lighting limitation. And that doesn't require near the oomph of what you're describing.
The trick is that there isn't just one thing that's "HDR".. it's a very broad definition that covers quite a few different rendering techniques. And not all of them require a separate pass through a frame buffer to impliment.
If you watch the Sony Press Conference from last years E3 you will see that what they interpret to be HDR is exactly what I described to you, the preserving of details in both extremely bright and extremely dark situations, not the removing of lighting limitations.
The sole purpose, no matter what anyone wants to say about the "broad definition" of HDR is to provide an image that closely resembles that of what the human eye is capable of seeing. There is not one device out there than can properly capture, nor display, the amount of light and detail information that the eye is capable of interpreting.
With that having been said, I am fully aware of your knowledge in the area
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me and you have tag-teamed many members on these exact topics, however, HDR has only one end result, no matter how you define it, there is always the same end result. An image produced that is capable of displaying dramatic changes in lighting situations.
And, as I said, this is only capable through HDR, and generally, it is done by rendering a frame in 3 brackets. 1 that is exposed "correctly" which includes an ample amount of light and shadow data, this is what we commonly see today. Then there are 2 other frames, which are rendered in both extremely bright and extremely dark conditions, then the 3 frames are combined to make one full image with HDR. Are there other ways? I don't know, as I've never looked into "other ways" but as I know it, this is the most commonly accepted way to produce HDR images and frames for motion sequences.
The reason for this, is by simply "removing the brightness limitation" you effectively negate the purpose of a shadow, which will become washed out and "grey". And if you want dark vibrant shadows, you effectively remove brilliant light from the equation, and as far as I know, there is no way to do both of those without multiple pass throughs.
HDR is no different from Photoshop, to Maya, to video games, each requires ample data of both lights and darks to be combined into one image, using a minimum of 3 images to combine into one.