10 research outputs found

    Superimposing Dynamic Range

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    We present a simple and cost-efficient way of extending contrast, perceived tonal resolution, and the color space of static hardcopy images, beyond the capabilities of hardcopy devices or low-dynamic range displays alone. A calibrated projector-camera system is applied for automatic registration, scanning and superimposition of hardcopies. We explain how high-dynamic range content can be split for linear devices with different capabilities, how luminance quantization can be optimized with respect to the non-linear response of the human visual system as well as for the discrete nature of the applied modulation devices; and how inverse tone-mapping can be adapted in case only untreated hardcopies and softcopies (such as regular photographs) are available. We believe that our approach has the potential to complement hardcopy-based technologies, such as X-ray prints for filmless imaging, in domains that operate with high quality static image content, like radiology and other medical fields, or astronomy

    High-dynamic-range displays : contributions to signal processing and backlight control

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    Appearance-based image splitting for HDR display systems

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    High dynamic range displays that incorporate two optically-coupled image planes have recently been developed. This dual image plane design requires that a given HDR input image be split into two complementary standard dynamic range components that drive the coupled systems, therefore there existing image splitting issue. In this research, two types of HDR display systems (hardcopy and softcopy HDR display) are constructed to facilitate the study of HDR image splitting algorithm for building HDR displays. A new HDR image splitting algorithm which incorporates iCAM06 image appearance model is proposed, seeking to create displayed HDR images that can provide better image quality. The new algorithm has potential to improve image details perception, colorfulness and better gamut utilization. Finally, the performance of the new iCAM06-based HDR image splitting algorithm is evaluated and compared with widely spread luminance square root algorithm through psychophysical studies

    Stereoscopic high dynamic range imaging

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    Two modern technologies show promise to dramatically increase immersion in virtual environments. Stereoscopic imaging captures two images representing the views of both eyes and allows for better depth perception. High dynamic range (HDR) imaging accurately represents real world lighting as opposed to traditional low dynamic range (LDR) imaging. HDR provides a better contrast and more natural looking scenes. The combination of the two technologies in order to gain advantages of both has been, until now, mostly unexplored due to the current limitations in the imaging pipeline. This thesis reviews both fields, proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the challenges that need to be resolved to enable SHDR and focuses on capture and compression aspects of that pipeline. The problems of capturing SHDR images that would potentially require two HDR cameras and introduce ghosting, are mitigated by capturing an HDR and LDR pair and using it to generate SHDR images. A detailed user study compared four different methods of generating SHDR images. Results demonstrated that one of the methods may produce images perceptually indistinguishable from the ground truth. Insights obtained while developing static image operators guided the design of SHDR video techniques. Three methods for generating SHDR video from an HDR-LDR video pair are proposed and compared to the ground truth SHDR videos. Results showed little overall error and identified a method with the least error. Once captured, SHDR content needs to be efficiently compressed. Five SHDR compression methods that are backward compatible are presented. The proposed methods can encode SHDR content to little more than that of a traditional single LDR image (18% larger for one method) and the backward compatibility property encourages early adoption of the format. The work presented in this thesis has introduced and advanced capture and compression methods for the adoption of SHDR imaging. In general, this research paves the way for a novel field of SHDR imaging which should lead to improved and more realistic representation of captured scenes

    A Wide Field, High Dynamic Range Stereographic Viewer

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    Inverse tone mapping

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    The introduction of High Dynamic Range Imaging in computer graphics has produced a novelty in Imaging that can be compared to the introduction of colour photography or even more. Light can now be captured, stored, processed, and finally visualised without losing information. Moreover, new applications that can exploit physical values of the light have been introduced such as re-lighting of synthetic/real objects, or enhanced visualisation of scenes. However, these new processing and visualisation techniques cannot be applied to movies and pictures that have been produced by photography and cinematography in more than one hundred years. This thesis introduces a general framework for expanding legacy content into High Dynamic Range content. The expansion is achieved avoiding artefacts, producing images suitable for visualisation and re-lighting of synthetic/real objects. Moreover, it is presented a methodology based on psychophysical experiments and computational metrics to measure performances of expansion algorithms. Finally, a compression scheme, inspired by the framework, for High Dynamic Range Textures, is proposed and evaluated

    A Wide Field, High Dynamic Range, Stereographic Viewer

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    We present a high dynamic range viewer based on the 120degree field-of-view LEEP stereo optics used in the original NASA virtual reality systems. By combining these optics with an intense backlighting system (20 Kcd/m 2) and layered transparencies, we are able to reproduce the absolute luminance levels and full dynamic range of almost any visual environment. This technology may enable researchers to conduct controlled experiments in visual contrast, chromatic adaptation, and disability and discomfort glare without the usual limitations of dynamic range and field of view imposed by conventional CRT display systems. In this paper, we describe the basic system and techniques used to produce the transparency layers from a high dynamic range rendering or scene capture. We further present an empirical validation demonstrating device's ability to reproduce visual percepts, and compare this to results obtained using direct viewing and a visibility matching tone reproduction operator presented on a conventional CRT display

    Inverse tone mapping

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    The introduction of High Dynamic Range Imaging in computer graphics has produced a novelty in Imaging that can be compared to the introduction of colour photography or even more. Light can now be captured, stored, processed, and finally visualised without losing information. Moreover, new applications that can exploit physical values of the light have been introduced such as re-lighting of synthetic/real objects, or enhanced visualisation of scenes. However, these new processing and visualisation techniques cannot be applied to movies and pictures that have been produced by photography and cinematography in more than one hundred years. This thesis introduces a general framework for expanding legacy content into High Dynamic Range content. The expansion is achieved avoiding artefacts, producing images suitable for visualisation and re-lighting of synthetic/real objects. Moreover, it is presented a methodology based on psychophysical experiments and computational metrics to measure performances of expansion algorithms. Finally, a compression scheme, inspired by the framework, for High Dynamic Range Textures, is proposed and evaluated.EThOS - Electronic Theses Online ServiceEngineering and Physical Sciences Research Council (EPSRC) (EP/D032148)GBUnited Kingdo

    Real-Time Algorithms for High Dynamic Range Video

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    A recurring problem in capturing video is the scene having a range of brightness values that exceeds the capabilities of the capturing device. An example would be a video camera in a bright outside area, directed at the entrance of a building. Because of the potentially big brightness difference, it may not be possible to capture details of the inside of the building and the outside simultaneously using just one shutter speed setting. This results in under- and overexposed pixels in the video footage. The approach we follow in this thesis to overcome this problem is temporal exposure bracketing, i.e., using a set of images captured in quick sequence at different shutter settings. Each image then captures one facet of the scene's brightness range. When fused together, a high dynamic range (HDR) video frame is created that reveals details in dark and bright regions simultaneously. The process of creating a frame in an HDR video can be thought of as a pipeline where the output of each step is the input to the subsequent one. It begins by capturing a set of regular images using varying shutter speeds. Next, the images are aligned with respect to each other to compensate for camera and scene motion during capture. The aligned images are then merged together to create a single HDR frame containing accurate brightness values of the entire scene. As a last step, the HDR frame is tone mapped in order to be displayable on a regular screen with a lower dynamic range. This thesis covers algorithms for these steps that allow the creation of HDR video in real-time. When creating videos instead of still images, the focus lies on high capturing and processing speed and on assuring temporal consistency between the video frames. In order to achieve this goal, we take advantage of the knowledge gained from the processing of previous frames in the video. This work addresses the following aspects in particular. The image size parameters for the set of base images are chosen such that only as little image data as possible is captured. We make use of the fact that it is not always necessary to capture full size images when only small portions of the scene require HDR. Avoiding redundancy in the image material is an obvious approach to reducing the overall time taken to generate a frame. With the aid of the previous frames, we calculate brightness statistics of the scene. The exposure values are chosen in a way, such that frequently occurring brightness values are well-exposed in at least one of the images in the sequence. The base images from which the HDR frame is created are captured in quick succession. The effects of intermediate camera motion are thus less intense than in the still image case, and a comparably simpler camera motion model can be used. At the same time, however, there is much less time available to estimate motion. For this reason, we use a fast heuristic that makes use of the motion information obtained in previous frames. It is robust to the large brightness difference between the images of an exposure sequence. The range of luminance values of an HDR frame must be tone mapped to the displayable range of the output device. Most available tone mapping operators are designed for still images and scale the dynamic range of each frame independently. In situations where the scene's brightness statistics change quickly, these operators produce visible image flicker. We have developed an algorithm that detects such situations in an HDR video. Based on this detection, a temporal stability criterion for the tone mapping parameters then prevents image flicker. All methods for capture, creation and display of HDR video introduced in this work have been fully implemented, tested and integrated into a running HDR video system. The algorithms were analyzed for parallelizability and, if applicable, adjusted and implemented on a high-performance graphics chip
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