High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models.
Graphics processor company Nvidia summarizes the motivation for HDR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both.
The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and lighting simulation software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and capture methods. Not until recently has the technology to put HDRI into practical use been developed.
In 1990, Nakame, et al., presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations.
In 1995, Greg Spencer presented Physically-based glare effects for digital images at SIGGRAPH, providing a quantitative model for flare and blooming in the human eye.
In 1997, Paul Debevec presented Recovering high dynamic range radiance maps from photographs at SIGGRAPH, and the following year presented Rendering synthetic objects into real scenes. These two papers laid the framework for creating HDR light probes of a location, and then using this probe to light a rendered scene.
HDRI and HDRL (high-dynamic-range ) have, ever since, been used in many situations in 3D scenes in which inserting a 3D object into a real environment requires the light probe data to provide realistic lighting solutions.
In gaming applications, Riven: The Sequel to Myst in 1997 used an HDRI postprocessing shader directly based on Spencer's paper.
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Tone mapping is a technique used in and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range images in a medium that has a more limited dynamic range. Print-outs, CRT or LCD monitors, and projectors all have a limited dynamic range that is inadequate to reproduce the full range of light intensities present in natural scenes. Tone mapping addresses the problem of strong contrast reduction from the scene radiance to the displayable range while preserving the image details and color appearance important to appreciate the original scene content.
The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third console in the Xbox series. It was first released in North America, parts of Europe, Australia, and South America in November 2013 and in Japan, China, and other European countries in September 2014. It is the first Xbox game console to be released in China, specifically in the Shanghai Free-Trade Zone. Microsoft marketed the device as an "all-in-one entertainment system", hence the name "Xbox One".
Ultra-high-definition television (also known as Ultra HD television, Ultra HD, UHDTV, UHD and Super Hi-Vision) today includes 4K UHD and 8K UHD, which are two digital video formats with an of 16:9. These were first proposed by NHK Science & Technology Research Laboratories and later defined and approved by the International Telecommunication Union (ITU). The Consumer Electronics Association announced on October 17, 2012, that "Ultra High Definition", or "Ultra HD", would be used for displays that have an aspect ratio of 16:9 or wider and at least one digital input capable of carrying and presenting native video at a minimum resolution of .
This course covers fundamental notions in image and video processing, as well as covers most popular tools used, such as edge detection, motion estimation, segmentation, and compression. It is compose
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This study presents a novel framework for evaluating the luminance measurement capabilities of High Dynamic Range (HDR) sensor cameras in indoor glare conditions. Results indicate that the practical usage range of the CSEM VIP camera is significantly lower ...
International Commission on Illumination2023
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Current view representation methods in VR predominantly rely on static photographs and tone-mapping operators without temporal variations, limiting the exploration of dynamic features in a view. This study presents an alternative workflow to capture dynami ...
2023
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Single-photon avalanche diodes (SPADs) are novel image sensors that record the arrival of individual photons at extremely high temporal resolution. In the past, they were only available as single pixels or small-format arrays, for various active imaging ap ...