Information about High Dynamic Range Imaging
An example of a rendering of a high dynamic range image into an 8-bit JPEG image (for display on a typical low dynamic-range computer screen). The subject is the Tower Bridge in Sacramento, California.
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 photographs taken with a range of exposures. With the rising popularity of digital cameras and easy-to-use desktop software, the term "HDR" is now popularly used[1] 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.
History
An example of a HDR image made from three exposures and tone mapped into an 8-bit JPEG image. Sunset on Gothenburg.

Tone mapped image of the Romanian Athenaeum, Bucharest.
The desirability of HDR has been recognised for decades but its wider usage was, until quite recently, precluded by the limitations imposed by the available computer hardware. Probably the first practical application of HDRI was by the movie industry in late 1980s and, in 1985, Gregory Ward created the Radiance RGBE image file format which was the first (and still the most commonly used) High Dynamic Range Imaging file format. In 1997 the technique of combining several differently exposed images to produce a single HDR image was presented to the public by Paul Debevec and his research has since contributed significantly to the popularization of HDRI.
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 ("half precision") or 32-bit floating point numbers are often used to represent HDR pixels. However, when the appropriate transfer function is used, HDR pixels for some applications can be represented with as few as 10–12 bits for luminance and 8 bits for chrominance without introducing any visible quantization artifacts [2][3].
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 watts/steradian/m². 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".[4] 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".[5] 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
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 one sees, 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.
See also
- High dynamic range rendering (rendering virtual scenes using high dynamic range lighting calculation, notably in computer games)
- OpenEXR
- scRGB colorspace
- Radiance and its file format
- Logluv TIFF file format
- CinePaint image editor
- Panoscan
- PFStools
References
1. ^ Flickr: HDR. Retrieved on 2007-01-29.
2. ^ "High Dynamic Range Image Encodings" by Greg Ward, Anyhere Software
3. ^ "Perception-motivated High Dynamic Range Video Encoding" by Max Planck Institute for Computer Science
4. ^ Debevec, Paul (1997). Recovering High Dynamic Range Radiance Maps from Photographs.
5. ^ Debevec, Paul (1998). Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography.
2. ^ "High Dynamic Range Image Encodings" by Greg Ward, Anyhere Software
3. ^ "Perception-motivated High Dynamic Range Video Encoding" by Max Planck Institute for Computer Science
4. ^ Debevec, Paul (1997). Recovering High Dynamic Range Radiance Maps from Photographs.
5. ^ Debevec, Paul (1998). Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography.
External links
- HDRI Forum
- HDR Wallpapers
- HDR Image and Video Processing from acquisition to display
- The first 'real world' HDR video (32-bit)
- practical description of fully automatic Gradient Domain High Dynamic Range Compression
- High Dynamic Range (HDR) in Photography — Implementation in Photoshop CS2
- Fake HDR Tutorial How to do fake HDR image in Photoshop, one JPEG file is enough
- High-Dynamic-Range Photography: A Guide (from Popular Science, May 2007)
- WebHdr Offers much information as to the nature of HDR imaging and offers a web based HDR image creation service
- HDR-Cam Information about the HDRi camera system used for “photo-realistic lighting” of CG characters in VFX, accurate rendering with Global Illumination and Image based techniques.
- Getting to Grips with HDR — A practical article by John Miles for the Royal Photographic Society's Digit Magazine (Spring 2007)
Computer graphics is a sub-field of computer science and is concerned with digitally synthesizing and manipulating visual content. Although the term often refers to three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
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Photography [fә'tɑgrәfi:],[foʊ'tɑgrәfi:] is the process of recording pictures by means of capturing light on a light-sensitive medium, such as a film or electronic sensor.
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In photography, exposure range is one of several types of dynamic range:
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- The Light sensitivity range of photographic film, paper, or digital camera sensors.
- The luminosity range of a scene being photographed.
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exposure is the total amount of light allowed to fall on the photographic medium (photographic film or image sensor) during the process of taking a photograph. Exposure is measured in lux seconds, and can be computed from exposure value (EV) and scene luminance.
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digital camera is an electronic device used to capture and store photographs digitally, instead of using photographic film like conventional cameras, or recording images in an analog format to magnetic tape like many video cameras.
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Tone mapping is a computer graphics technique used to map a set of colours to another; often to approximate the appearance of high dynamic range images in media with a more limited dynamic range.
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In photography, bracketing is the general technique of taking several shots of the same subject using different or the same camera settings. Bracketing is useful and often recommended in situations that make it difficult to obtain a satisfactory image with a single shot, especially
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Prose is writing distinguished from poetry by its greater variety of rhythm and its closer resemblance to the patterns of everyday speech. The word prose comes from the Latin prosa, meaning straightforward, hence the term "prosaic," which is often seen as pejorative.
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Maintainer: Greg Ward
OS: Unix, Linux, OS X, Windows
Available language(s): C
Website: [1] Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward.
..... Click the link for more information.
OS: Unix, Linux, OS X, Windows
Available language(s): C
Website: [1] Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward.
..... Click the link for more information.
Paul Debevec is a researcher in computer graphics at the University of Southern California's Institute for Creative Technologies. He is best known for his pioneering work in high dynamic range imaging and image-based modelling and rendering.
Debevec received his Ph.D.
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Debevec received his Ph.D.
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Luminance is a photometric measure of the density of luminous intensity in a given direction. It describes the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle.
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Radiance and spectral radiance are radiometric measures that describe the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle in a specified direction.
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A digital image is a representation of a two-dimensional image as a finite set of digital values, called picture elements or pixels. The digital image contains a fixed number of rows and columns of pixels.
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The visual system is the part of the nervous system which allows organisms to see. It interprets the information from visible light to build a representation of the world surrounding the body.
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Gamma correction, gamma nonlinearity, gamma encoding, or often simply gamma, is the name of a nonlinear operation used to code and decode luminance or tristimulus values in video or still image systems.
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prevew not available
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In computing, half precision is a computer numbering format that occupies only half of one storage location (word) in computer memory at some address. A half-precision number may be defined to be a binary or decimal integer, fixed point, or floating point.
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In computing, floating-point is a numerical-representation system in which a string of digits (or bits) represents a real number. The most commonly encountered representation is that defined by the IEEE 754 Standard.
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transfer function is a mathematical representation of the relation between the input and output of a (linear time-invariant) system.
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Explanation
The transfer function is commonly used in the analysis of single-input single-output analog electronic circuits, for instance...... Click the link for more information.
Chrominance (chroma for short), is the signal used in many video systems to carry the color information of the picture separately from the accompanying luma signal.
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Rendering is the process of generating an image from a model, by means of computer programs. The model is a description of three dimensional objects in a strictly defined language or data structure. It would contain geometry, viewpoint, texture, lighting, and shading information.
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Maintainer: Greg Ward
OS: Unix, Linux, OS X, Windows
Available language(s): C
Website: [1] Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward.
..... Click the link for more information.
OS: Unix, Linux, OS X, Windows
Available language(s): C
Website: [1] Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward.
..... Click the link for more information.
WATT
City of license Cadillac, Michigan
Broadcast area [1]
Branding NewsTalk 1240
First air date 1945
Frequency 1240 kHz
Format News-Talk-Sports
Power 1,000 watts
Class C
Owner MacDonald Garber Broadcasting
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City of license Cadillac, Michigan
Broadcast area [1]
Branding NewsTalk 1240
First air date 1945
Frequency 1240 kHz
Format News-Talk-Sports
Power 1,000 watts
Class C
Owner MacDonald Garber Broadcasting
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The steradian (symbol: sr) is the SI unit of solid angle. It is used to describe two-dimensional angular spans in three-dimensional space, analogous to the way in which the radian describes angles in a plane.
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1 metre =
SI units
1000 mm 0 cm
US customary / Imperial units
0 ft 0 in
The metre or meter[1](symbol: m) is the fundamental unit of length in the International System of Units (SI).SI units
1000 mm 0 cm
US customary / Imperial units
0 ft 0 in
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SIGGRAPH (short for Special Interest Group on GRAPHics and Interactive Techniques) is the name of the annual conference on computer graphics (CG) convened by the ACM SIGGRAPH organization. The first SIGGRAPH conference was in 1974.
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reflection mapping is an efficient method of simulating a complex mirroring surface by means of a precomputed texture image. The texture is used to store the image of the environment surrounding the rendered object.
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Tone mapping is a computer graphics technique used to map a set of colours to another; often to approximate the appearance of high dynamic range images in media with a more limited dynamic range.
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perception is the process of acquiring, interpreting, selecting, and organizing sensory information. It is a task far more complex than was imagined in the 1950s and 1960s, when it was proclaimed that building perceiving machines would take about a decade, but, needless to say,
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Maintainer: Greg Ward
OS: Unix, Linux, OS X, Windows
Available language(s): C
Website: [1] Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward.
..... Click the link for more information.
OS: Unix, Linux, OS X, Windows
Available language(s): C
Website: [1] Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward.
..... Click the link for more information.
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