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VU Rendering SS 2012

Unit 8: Tone Reproduction

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1.  The Problem

•  Image Synthesis Pipeline

•  Different Image Types

•  Human visual system

•  Tone mapping

•  Chromatic Adaptation 2.  Tone Reproduction

•  Linear methods

•  Nonlinear and perceptual methods

Overview

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(3)

Image Synthesis Pipeline

-  Modeling -  Rendering

-  Output can be RGB, XYZ, spectral images

-  Predictive rendering yields high dynamic range images

-  Display

-  Typical devices have limited range for both luminance and colour

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(4)

Raytracing Camera

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-  The “dynamic range” of a scene is the contrast ration between its

brightest and darkest parts

What is HDR?

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(6)

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Real World has High Dynamic Range 1

1500

25 000

400 000

2 000 000 000

(7)

In Theory...

-  Captures of reality (or realistic rendering) leads to high dynamic range images

-  These cannot be displayed directly on normal display hardware

-  Special image formats are necessary

-  A display representation which yields the same

visual sensation as viewing of the real scene is also needed

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(8)

In Theory ...

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In Practice...

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-  It is usually impossible to solve the reproduction task perfectly

-  It strongly depends on the output device

-  Various heuristics of increasing complexity exist -  Full perception models difficult

-  Animations pose additional challenges (frame to frame coherency)

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The Problem

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-  Relative Values

-  Measured in terms of some maximal output device capability

-  Computer screens: two orders of magnitude -  Printouts: a range of roughly 10 luminance units -  8 bit images: 256 steps (!)

-  Absolute Radiometric Values

-  Captures of reality - “scene reference images”

-  This is what digital cameras ought to capture!

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Image Types

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-  Capture / output of rendering has to be stored for later processing

-  Conventional formats

-  High-dynamic range colour space formats

-  Spectral formats (possibly including polarization information)

-  Any format except the last category destroys information gathered during rendering / image capture!

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Storage: Image Formats

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-  Usually RGB (TIFF, PNG, JPEG, …) -  TIFF: also CIE L*a*b*

-  Normally: 8 bits per channel

-  TIFF: 16 bit possible (JPEG 12 bit)

-  „Brightness ends at 1“ ! device dependent -  No physical meaning of values

-  Advantage: compact size, standardised

-  Disadvantage: large amounts of information are destroyed

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Conventional Image Formats

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-  Values have physical meaning

-  Floating point components ! large range -  Advantage: compact size, standardised, few

quantization errors

-  Disadvantage: compression can introduce artefacts -  (not understood by Photoshop et. al.)

-  Radiance RGBE (*.hdr), Pixar Log and LogLuv TIFF, ART XYZ (uncompressed), OpenEXR

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High Dynamic Range Formats

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-  Developed by ILM for production use (2002) -  Harry Potter, MIB 2, ...

-  High dynamic range image format

-  Tailored to the needs of the movie industry -  Open source, freely available

-  www.openexr.net -  BSD style license

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OpenEXR HDR Image Format

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OpenEXR Motivation

-  Formats with 8 bits per channel are fundamentally unsuitable for movie work

-  16 bit per channel formats have limitations with respect to post-processing

-  32-bit LogLuv TIFF is overkill for production use -  Sufficient precision, but large size

-  With 3k x 2k pixel images size does matter -  Additional features (annotations) desirable

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-  16 and 32 bit floating point colours -  16 bits: 109 range, 30 f-stops

-  8-bit images: ~7-10 stops -  ~1000 colour steps per f-stop

-  8-bit: ~70

-  No loss in accuracy even through repeated processing

-  Lossless compression

-  ~ 35% - 55% for grainy images

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OpenEXR Features 1

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-  16 bit floating point data compatible with Nvidia CG data type HALF

-  EXR images can be directly used in hardware

-  Arbitrary information can be stored alongside image data

-  Camera settings

-  Colour timing information -  …

-  Arbitrary image channels -  R, G, B, Alpha, Y, U, V, ...

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OpenEXR Features 2

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-  Data which extends beyond display is needed for post-processing (wide filter kernels)

-  Subimages can be useful for compositing

OpenEXR Display vs. Data

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-  N spectral samples per pixel

-  Floating point components " large range

-  No widely standardized formats – FITS and ARTRAW are lone examples

-  Values have physical meaning

-  Advantage: no quantization errors, no compression errors, no information lost from rendering pass

-  Disadvantage: huge filesizes (up to ~400MB for 640x480!), rarely any support outside originating package

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Spectral Image Formats

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-  Two Tasks

-  Gamut mapping:

-  Getting all colours into the display gamut

-  Tone mapping:

-  Fitting the luminance range to a given

device

Image Post-Processing

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Tone Repro- duction Gamut

Mapping

Tone Mapping

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-  Move colour values into the displayable area

-  Local: Outlying points are individually moved -  Fast

-  Highlights may be lost -  Global: all points are

analysed, and the point cloud is shrunk so that it fits into the gamut -  Relation between

colours is maintained -  De-saturation of image

Gamut Mapping: Approaches

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(23)

23 Tone-Mapping Task

Original

Reproduction

(24)

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Test Image Sequence

(25)

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Clipping on 1

(26)

-  Three different approaches -  Global Methods

-  Spatially uniform -  Linear scale factor

-  Non-linear scale factor -  Local Methods

-  Spatially non-uniform -  Perceptual approaches

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Tone Reproduction Operators

(27)

-  Scaling of all luminance values by a given factor -  Primitive & fast

-  Automatic determination of the factor -  Sufficient for many scenes

-  Will result in very dark images if the HDR image has a wide dynamic range

-  Linear and non-linear operators

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Global Methods

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-  All luminance values are scaled by the same linear factor

-  Mean value mapping -  Interactive calibration

-  Ward´s contrast based scaling factor -  …

-  Ld = device intensity, Lw = world intensity

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Linear Solutions

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-  Mean value of the

histogram is mapped to -  Values outside the 0.5

contrast interval are clipped (truncated)

Mean Value Mapping

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Ld = 0.5*Lw / Ldavg

Displayable interval

original contrast interval

n

L

(30)

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Mean Value Mapping Example

(31)

Interactive Calibration

-  Interactively define the area of the available contrast interval

-  Interactively define the range of the available contrast interval

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Displayable interval

original contrast interval

n

L

(32)

Interactive Calibration

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Displayable interval

original contrast interval

n

L

-  Interactively define the area of the available contrast interval

-  Interactively define the range of the available contrast interval

(33)

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Interactive Calibration Example

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Ward´s Contrast Based Scaling

-  Good results: just visible differences remain -  But image has to be given in absolute units

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Ldmax ... maximum display luminance Lwa ... environment adaptation degree

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Ward Example

(36)

-  Scaling factor nonlinear -  Exponential Mapping -  Schlick’s Method

-  Mapping by Tumblin and Rushmeier

-  Visual Adaptation Model (Ferwerda et al) -  ...

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Nonlinear Methods

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-  Exponential function corresponds to human perception

-  Reduces the

overproportional

influence of a few very bright pixels

Exponential Mapping

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displayable contrast interval

original contrast interval

n

L

!

L

d

= 1 " e

"Lw

Lwavg

(38)

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Exponential Mapping Example

(39)

Schlick’s Method

-  Exhibits behaviour similar to exponential mapping -  Well suited for images with high contrast

-  Can fail completely!

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M ... darkest grey

N ... # of available color steps

!

L

d

= p " L

w

( p # 1) " L

w

+ L

w max

!

p = M " L

w max

N " L

w min

(40)

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Schlick Example

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-  Differences between various parts of the image are taken into account

-  Similar to techniques from photography, the image is separated into zones to determine brightness

targets

-  A local kernel of variable size is used for the final tone reproduction step

-  Can look artificial

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Local Methods

(42)

-  Size of kernel determines

final image sharpness and

blurring of bright areas -  Light is automatically

selectively withheld („dodging and

burning“) in areas with large adjacent

illumination

Variable Parameters

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(43)

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Local Method Examples #1

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Local Method Examples #2

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(45)

-  Results from physiology and psychology are used in order to reproduce the behaviour of the human

visual system

-  Two-pronged approach:

-  one has to determine what a person would see if the scene were real

-  and then try to reproduce this sensation using a display device

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Perceptual Methods

(46)

Perceptually Based Models

-  The top row computes the viewed scene appearance -  The lower row attempts to reproduce this perception

on the display device

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Adaptation Model

Appearance Model

Inverse Adaptation

Model

Inverse Appearance

Model Scene

Intensities

Display Intensities

RScene

RDisplay

Q

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-  Pioneering work by Ferwerda et al. [1996]

-  Based on physiological model

-  Takes into account

-  Threshold sensitivity -  Color appearance -  Visual acuity

-  Light adaptation -  Dark adaptation

Model of Visual Adaptation

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(48)

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Visual Acuity

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Light Adaptation

J. Ferwerda, Cornell

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Dark Adaptation

J. Ferwerda, Cornell

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Ferwerda Example

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Colour Constancy

(53)

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What is Chromatic Adaptation?

(54)

original image

incandescent illumination

colour corrected image

incandescent illumination

Chromatic Adaptation: Example

(55)

-  Alternative name: white balance

-  Attempts to replicate the illuminant hue compensation of the human visual system

-  Necessary to evoke identical viewer response for captured or synthetic scenes, and real images -  Problem: different viewing surrounds

-  Real scene: immersion

-  Captured scene (image): displayed on monitor

Colour Correction

(56)

CC Algorithms

-  Still challenging task -  Many algorithms exist

-  Gray world -  White patch

-  Neural networks -  ...

-  All algorithms are image based

-  Only two exist that are scene driven

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-  Colour Correction is a two-step process:

-  Determining the illuminant colour

-  Applying a transform that compensates for the illuminant

-  Step 1 is the tricky one if you only have image data at your disposal

Colour Correction Workflow

(58)

-  Gray World

-  Assumption: Average of all pixels is gray -  Average is mapped to gray

-  Fails if assumption is violated -  White Patch

-  Assumption: There is always a white object in the image (e.g. highlight)

-  Brightest pixel is mapped to white -  Fails if no white object is in scene -  Better: Scene-based

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Gray World and White Patch

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-  Practically all techniques only use image data -  Large research area in computer vision

-  Very sophisticated methods available, but none are entirely robust

-  Idea: A reliable CC method that uses additional information about an image that can be gathered during rendering

-  (Almost) free, simple, robust

-  End result just as good as with image-based methods

CC State of the Art

(60)

Algorithm Overview

-  Two additional images are computed during rendering

-  All directly viewed surfaces set to neutral -  All lights set to neutral on directly viewed

surfaces

-  Cheap to compute as by-product of rendering -  Sub-sampling possible -  Images processed to get

illumination estimate

(61)

original image NWCI image

NWCI stands for Neutral World, Coloured Illuminants

All surfaces are set to neutral, while the illuminants retain their colours.

NWCI Image

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NWCI stands for Coloured World, Neutral Illuminants

All surfaces retain their colours, while the illuminants are set to neutral.

CWNI Image

original image CWNI image

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RCA Algorithm

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1 - Chroma: bright in those areas that have neutral surface colour, dark in those with high chroma

1 - Chroma Image

original image 1 - Chroma image

CWNI image

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NWCImul: NWCI multiplied with the 1 - Chroma image

NWCImul Image

original image NWCI image

1 - Chroma image NWCImul image

(66)

original image original image colour corrected image

white box, orange light orange box, white light

White vs. Orange World

colour corrected image

(67)

Image Based Algorithms

Gray World Retinex Local Shift

(68)

original image original image

colour corrected image colour corrected image no white object present one white block in scene

3D Mondrian, Yellow Illuminant

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original image original image

colour corrected image colour corrected image no white object present one white block in scene

Green-Blue 3D Mondrian, Blue Light

(70)

CWNI image NWCI image

1 - Chroma image NWCImul image original image

colour corrected image

Adaptation for Reference White Objects

(71)

original image original image

colour corrected image colour corrected image

strong orange object colour cast, orange light strong indirect illumination colour cast

Additional Examples

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original image

incandescent illumination

colour corrected image

incandescent illumination

original image

green illumination

colour corrected image

green illumination

original image

daylight

colour corrected image

daylight

original image

daylight, tinted window

colour corrected image

daylight, tinted window

Realistic Scene, Various Illuminants

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Animation

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-  Interactive applications -  Walkthroughs

-  Games

-  Flight/driving simulators, ...

-  Additional effects -  Dazzling

-  Slow dark adaptation

-  Other subtle effects of visual adaptation

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Interactive Tone Reproduction

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The End

Thank you for your attention!

75

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