This scene uses complex Cg fragment shaders to implement HDR materials whose properties, such as reflectivity and Fresnel term, vary over the object's surface (see the upper-right skull). The scene is lit by an irradiance map and therefore features accurate real-world lighting. Note how bright areas are preserved even in this underexposed shot, thanks to the higher dynamic range.
This is an experiment on combining HDR and image-based lighting with a Fresnel term. The result is not so realistic because the same Fresnel term was applied to all surfaces, instead of choosing the right value for each different material. An image-space glow effect is added to the scene, although it is not computed in HDR.