721 research outputs found

    Rendering non-pictorial (Scientific) high dynamic range images

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    In recent years, the graphics community is seeing an increasing demand for the capture and usage of high-dynamic-range (HDR) images. Since the production of HDR imagery is not solely the domain of the visualization of real life or computer generated scenes, novel techniques are also required for imagery captured from non-visual sources such as remote sensing, medical imaging, astronomical imaging, etc. This research proposes to integrate the techniques used for the display of high-dynamic-range pictorial imagery for the practical visualization of non-pictorial (scientific) imagery for data mining and interpretation. Nine algorithms were utilized to overcome the problem associated with rendering the high-dynamic-range image data to low-dynamic-range display devices, and the results were evaluated using a psychophysical experiment. Two paired-comparison experiments and a target detection experiment were performed. Paired-comparison results indicate that the Zone System performs the best on average and the Local Color Correction method performs the worst. The results show that the performance of different encoding schemes depend on the type of data being visualized. The correlation between the preference and scientific usefulness judgments (R2 = 0.31) demonstrates that observers tend to use different criteria when judging the scientific usefulness versus image preference. The experiment was conducted using observers with expertise (Radiologists) for the Medical image to further elucidate the success of HDR rendering on these data. The results indicated that both Radiologists and Non-radiologists tend to use similar criteria regardless of their experience and expertise when judging the usefulness of rendered images. A target detection experiment was conducted to measure the detectability of an embedded noise target in the Medical image to demonstrate the effect of the tone mapping operators on target detection. The result of the target detection experiment illustrated that the detectability of targets the image is greatly influenced by the rendering algorithm due to the inherent differences in tone mapping among the algorithms

    Tone Reproduction in Virtual Reality

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    High dynamic range imaging has become very popular over the years in the field of computer graphics and games. The process of tone reproduction compresses the dynamic range of brightness in a scene to the lower range of display devices, thus making it an essential process in the graphics rendering pipeline. Various tone mapping operators have been tested for static viewing conditions. However, perceptual and temporal adaptation may vary for immersive viewing in a Virtual Reality environment. This thesis implements Ward et al. model (1994), Ward et al. model, Histogram Adjustment (1997) and Irawan, Ferwerda and Marschner model (2005) for static and immersive inputs. Faculty and students from the college took part in a personal survey to rate the tone mapped results based on their level of resemblance to real-life outdoor environments as well as the level of visibility in the lighter and darker regions. The proposed hypothesis states that immersion produces a measurable effect on our preference for a suitable tone reproduction model. This hypothesis is tested with the help of null hypothesis testing methods and some regression analysis on the data gathered from the survey

    A simplified HDR image processing pipeline for digital photography

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    High Dynamic Range (HDR) imaging has revolutionized the digital imaging. It allows capture, storage, manipulation, and display of full dynamic range of the captured scene. As a result, it has spawned whole new possibilities for digital photography, from photorealistic to hyper-real. With all these advantages, the technique is expected to replace the conventional 8-bit Low Dynamic Range (LDR) imaging in the future. However, HDR results in an even more complex imaging pipeline including new techniques for capturing, encoding, and displaying images. The goal of this thesis is to bridge the gap between conventional imaging pipeline to the HDR’s in as simple a way as possible. We make three contributions. First we show that a simple extension of gamma encoding suffices as a representation to store HDR images. Second, gamma as a control for image contrast can be ‘optimally’ tuned on a per image basis. Lastly, we show a general tone curve, with detail preservation, suffices to tone map an image (there is only a limited need for the expensive spatially varying tone mappers). All three of our contributions are evaluated psychophysically. Together they support our general thesis that an HDR workflow, similar to that already used in photography, might be used. This said, we believe the adoption of HDR into photography is, perhaps, less difficult than it is sometimes posed to be

    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

    Testing HDR image rendering algorithms

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    Eight high-dynamic-range image rendering algorithms were tested using ten high-dynamic-range pictorial images. A large-scale paired comparison psychophysical experiment was developed containing two sections, comparing the overall rendering performances and grayscale tone mapping performance respectively. An interval scale of preference was created to evaluate the rendering results. The results showed the consistency of tone-mapping performance with the overall rendering results, and illustrated that Durand and Dorsey’s bilateral fast filtering technique and Reinhard’s photographic tone reproduction have the best rendering performance overall. The goal of this experiment was to establish a sound testing and evaluation methodology based on psychophysical experiment results for future research on accuracy of rendering algorithms

    Brilliance, contrast, colorfulness, and the perceived volume of device color gamut

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    With the advent of digital video and cinema media technologies, much more is possible in achieving brighter and more vibrant colors, colors that transcend our experience. The challenge is in the realization of these possibilities in an industry rooted in 1950s technology where color gamut is represented with little or no insight into the way an observer perceives color as a complex mixture of the observer’s intentions, desires, and interests. By today’s standards, five perceptual attributes – brightness, lightness, colorfulness, chroma, and hue - are believed to be required for a complete specification. As a compelling case for such a representation, a display system is demonstrated that is capable of displaying color beyond the realm of object color, perceptually even beyond the spectrum locus of pure color. All this begs the question: Just what is meant by perceptual gamut? To this end, the attributes of perceptual gamut are identified through psychometric testing and the color appearance models CIELAB and CIECAM02. Then, by way of demonstration, these attributes were manipulated to test their application in wide gamut displays. In concert with these perceptual attributes and their manipulation, Ralph M. Evans’ concept of brilliance as an attribute of perception that extends beyond the realm of everyday experience, and the theoretical studies of brilliance by Y. Nayatani, a method was developed for producing brighter, more colorful colors and deeper, darker colors with the aim of preserving object color perception – flesh tones in particular. The method was successfully demonstrated and tested in real images using psychophysical methods in the very real, practical application of expanding the gamut of sRGB into an emulation of the wide gamut, xvYCC encoding
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