We present a tone reproduction operator that preserves visibility in high dynamic range scenes. Our method introduces a new histogram adjustment technique, based on the population of local adaptation luminances in a scene. To match subjective viewing experience, the method incorporates models for human contrast sensitivity, glare, spatial acuity and color sensitivity. We compare our results to previous work and present examples of our techniques applied to lighting simulation and electronic photography.
The human eye can accommodate luminance in a single view over a range of about 10,000:1 and is capable of distinguishing about 10,000 colors at a given brightness. By comparison, typical computer monitors have a luminance range less than 100:1 and cover about half of the visible color gamut. Despite this difference, most digital image formats are geared to the capabilities of conventional displays, rather than the characteristics of human vision. In this paper, we propose a compact encoding suitable for the transfer, manipulation, and storage of high dynamic range color images. This format is a replacement for conventional RGB images, and encodes color pixels as log luminance values and CIE (u',v') chromaticity coordinates. We have implemented and distributed this encoding as part of the standard TIFF I/O library available by anonymous ftp. After explaining our encoding, we describe its use within TIFF and present some techniques for handling high dynamic range pixels, and demonstrate with an example image.
We present a new method for rendering complex environments using interactive, progressive, viewindependent, parallel ray tracing. A four-dimensional holodeck data structure serves as a rendering target and caching mechanism for interactive walk-throughs of non-diffuse environments with full global illumination. Ray sample density varies locally according to need, and on-demand ray computation is supported in a parallel implementation. The holodeck file is stored on disk and cached in memory by a server using an LRU beam-replacement strategy. The holodeck server coordinates separate ray evaluation and display processes, optimizing disk and memory usage. Different display systems are supported by specialized drivers, which handle display rendering, user interaction, and input. The display driver creates an image from ray samples sent by the server, and permits the manipulation of local objects, which are rendered dynamically using approximate lighting computed from holodeck samples. The overall method overcomes many of the conventional limits of interactive rendering in scenes with complex surface geometry and reflectance properties, through an effective combination of ray tracing, caching, and hardware rendering.
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