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High Dynamic Range Imaging




In Computer Graphics and Photography , high dynamic range imaging (HDRI) is a set of techniques that allow a far greater Dynamic Range of exposures (i.e. a large range of values between light and dark areas) than normal digital imaging techniques. The intention of HDRI is to accurately represent the wide range of intensity levels found in real scenes ranging from direct sunlight to the deepest shadows.

HDRI was originally developed for use with purely computer-generated images. Later, methods were developed to produce a high dynamic range image from a set of photos taken with a range of Exposures . With the rising popularity of Digital Camera s and easy to use desktop software, the term "HDR" is now popularly used1 to refer to the process of Tone Mapping together with Bracketed exposures of normal digital images, giving the end result a high, often exaggerated dynamic range. This composite technique is different from, and generally of lower quality than, the production of an image from a single exposure of a sensor that has a native high dynamic range. Tone mapping is also used to display HDR images on devices with a low native dynamic range, such as a computer screen.

Recently, CMOS Image Sensor producers have begun to release sensors with HDR up to 110 DB for security cameras.2


HISTORY

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The use of high dynamic range imaging in computer graphics was pioneered by Paul Debevec . Debevec is thought to be the first person to create computer graphic images using HDRI maps to realistically light and animate computer graphics objects. Gregory Ward created the Radiance RGBE image file format in 1985, which was the first and still is the most commonly used file format for high dynamic range imaging today.


COMPARISON WITH TRADITIONAL DIGITAL IMAGES

Information stored in high dynamic range images usually corresponds to the physical values of Luminance or Radiance that can be observed in the real world. This is different from traditional Digital Images , which represent colors that should appear on a monitor or a paper print. Therefore, HDR image formats are often called "scene-referred", in contrast to traditional digital images, which are "device-referred" or "output-referred". Furthermore, traditional images are usually encoded for the human Visual System (maximizing the visual information stored in the fixed number of bits), which is usually called "gamma encoding" or " Gamma Correction ". The values stored for HDR images are often Linear , which means that they represent relative or absolute values of radiance or luminance (gamma 1.0).

HDR images require a higher number of bits per color channel than traditional images, both because of the linear encoding and because they need to represent values from 10−4 to 108 (the range of visible luminance values) or more. 16-bit (".


SOURCES


HDR images were first produced with various Renderers , notably Radiance . This allowed for more realistic renditions of modelled scenes because the units used were based on actual physical units e.g Watt s/ Steradian / M &2. It made it possible for the lighting of a real scene to be simulated and the output to be used to make lighting choices (assuming the geometry, lighting, and materials were an accurate representation of the real scene).

At the 1997 SIGGRAPH , Paul Debevec presented his paper entitled "Recovering High Dynamic Range Radiance Maps from Photographs".3 It described photographing the same scene many times with a wide range of exposure settings and combining those separate exposures into one HDR image. This HDR image captured a higher dynamic range of the viewed scene, from the dark shadows all the way up to bright lights or reflected highlights.

A year later at SIGGRAPH '98, Debevec presented "Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography".4 In this paper he used his previous technique to photograph a shiny chrome ball to produce what he called a "light probe", essentially a HDR Environment Map . This light probe could then be used in the rendering of a synthetic scene. Unlike a normal environment map that simply provides something to show in reflections or refractions, the light probe also provided the light for the scene. In fact, it was the only light source. This added an unprecedented level of realism, supplying real-world lighting data to the whole lighting model.

HDRI lighting plays a great part in movie making when computer 3D objects are to be integrated into real-life scenes.

Now, CMOS image sensor designers have begun marketing chips that can perform HDR functions on the chip without the need for added software. One of the highest ranges is 100 db starting near infrared.


TONE MAPPING

See Also: Tone mapping



One problem with HDR has always been in viewing the images. CRTs, LCDs, prints, and other methods of displaying images only have a limited dynamic range. Thus various methods of "converting" HDR images into a viewable format have been developed, generally called "tone mapping".

Early methods of tone mapping were simple. They simply showed a "window" of the entire dynamic range, clipping to set minimum and maximum values. However, more recent methods have attempted to show more of the dynamic range. The more complex methods tap into research on how the human eye and visual cortex perceive a scene, trying to show the whole dynamic range while retaining realistic colour and contrast.


EXPOSURE EXAMPLES


Here the dynamic range of the image is demonstrated by adjusting the "exposure" when tone-mapping the HDR image into an LDR one for display. The above sequence uses an image rendered with Radiance using Paul Debevec 's well-known Light Probe of the Uffizi gallery. The rendering software (which in this case is producing an image from a computer model of a real cityscape) uses a native high dynamic range, but when rendering the JPEG images you see, it must select a part of that range to encode into the image. This is similar to how a conventional camera captures only a portion of the dynamic range of a real physical scene.

The middle exposure is the desired exposure and is likely how this scene would normally be presented. The exposure to the left is 4 EV darker, showing some detail in the bright clouds in the sky. The exposure to the right is 3 EV lighter, showing some detail in the darker parts of the scene. This shows why compositing is desirable; a composite image can retain the interesting details from all three exposure settings.

This is the HDR-image generated from the images above:



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