• Title/Summary/Keyword: HDR Map

Search Result 19, Processing Time 0.017 seconds

Gamma Correction for Local Brightness and Detail Enhancement of HDR Images (HDR 영상의 지역적 밝기 및 디테일 향상을 위한 감마 보정 기법)

  • Lee, Seung-Yun;Ha, Ho-Gun;Song, Kun-Woen;Ha, Yeong-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.5
    • /
    • pp.837-847
    • /
    • 2016
  • Tone mapping for High Dynamic Range(HDR) image provides matching human visual perception between real world scene and displayable devices. Recently, a tone mapping algorithm based on localized gamma correction is proposed. This algorithm is using human visual properties of contrast and colorfulness with background intensity, generating a weight map for gamma correction. However, this method have limitations of controlling enhancement region as well as generating halo artifacts caused by the weight map construction. To overcome aforementioned limitations, proposed algorithm in this paper modifies previous weight map, considering base layer intensity of input luminance channel. By determining enhancement region locally and globally based on base layer intensity, gamma values are corrected accordingly. Therefore, proposed algorithm selectively enhances local brightness and controls strength of edges. Subjective evaluation using z-score shows that our proposed algorithm outperforms the conventional methods.

Image based Relighting Using HDRI Enviroment Map & Progressive refinement radiosity on GPU (HDRI 환경맵과 GPU 기반 점진적 세분 래디오시티를 이용한 영상기반 재조명)

  • Kim, Jun-Hwan;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.7 no.4
    • /
    • pp.53-62
    • /
    • 2007
  • Although radiosity can represent diffuse reflections of the object surfaces by modeling energy exchange in 3D space, there are some restrictions for real-time applications because of its computation loads. Therefore, GPU(Graphics Processing Unit) based radiosity algorithms have been presented actively to improve its rendering performance. We implement the progressive refinement radiosity on GPU by G. Coombe in 3D scene that is constructed with HDR(High Dynamic Range) radiance map. This radiosity method can generate a photo-realistic rendering image in 3D space, where the synthetic objects were illuminated by the environmental light sources. In the simulation results, the rendering performance is analyzed according to the resolution of the texel in the environmental map and mipmaping. In addition, we compare the rendering results by our method with those by the incremental radiosity.

  • PDF

3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis (영상합성을 위한 3D 공간 해석 및 조명환경의 재구성)

  • Hwang, Yong-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.45-50
    • /
    • 2006
  • In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.

  • PDF

An Image Merging Method for Two High Dynamic Range Images of Different Exposure (노출 시간이 다른 두 HDR 영상의 융합 기법)

  • Kim, Jin-Heon
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.4
    • /
    • pp.526-534
    • /
    • 2010
  • This paper describes an algorithm which merges two HDR pictures taken under different exposure time to display on the LDR devices such as LCD or CRT. The proposed method does not generate the radiance map, but directly merges using the weights computed from the input images. The weights are firstly produced on the pixel basis, and then blended with a Gaussian function. This process prevents some possible sparkle noises caused by radical change of the weights and contributes to smooth connection between 2 image informations. The chrominance informations of the images are merged on the weighted averaging scheme using the deviations of RGB average and their differences. The algorithm is characterized by the feature that it represents well the unsaturated area of 2 original images and the connection of the image information is smooth. The proposed method uses only 2 input images and automatically tunes the whole internal process according to them, thus autonomous operation is possible when it is included in HDR cameras which use double shuttering scheme or double sensor cells.

Implementation of Progressive Radiosity on GPU for Image based Relighting (영상기반 재조명을 위한 GPU 기반 래디오시티 구현)

  • Kim, Jun-Hwan;Hwang, Yong-Ho;Hong, Hyun-Ki
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.988-993
    • /
    • 2007
  • 전역조명기법(global illumination)중에서 난반사(diffuse reflection) 객체들 사이의 관계를 효과적으로 표현하는 래디오시티(radiosity)방법은 객체들 사이의 에너지 교환에 에너지 평형 상태를 모델링 한다. 그러나 래디오시티는 많은 계산량으로 인해 실시간 활용에는 적합하지 않았다. 최근 장면생성에 걸리는 소요시간을 크게 단축시킬 수 있는 비용대비 고성능의 그래픽스 하드웨어(GPU)를 이용한 방법들이 제안되고 있다. 객체들 사이에서 교환되는 에너지는 래디언스(radiance)로 표현이 가능하며, 이러한 래디언스는 대상 장면에서 취득한 HDR(High Dynamic Range) 영상으로부터 래디언스 맵을 구성해서 얻을 수 있다. 이를 기반으로 대상장면의 조명환경을 구성하면 대상장면의 복잡도와는 별개로 빠르고 사실적인 합성장면을 생성할 수 있다. 본 논문에서는 G. Coombe 등이 제안한 점진적 세분(progressive refinement) 알고리즘을 수정하여 래디언스 맵을 이용할 수 있도록 하였으며, 각 텍셀(texel)설정 및 보간(interpolation) 적용 등에 따른 실험 결과를 얻고 분석하였다. 구현된 방법은 이후 영상기반 재조명과 그래픽스 하드웨어를 이용한 영상합성 기술로 영화, 애니메이션, 가상현실, 게임 등에 다양하게 활용될 예정이다.

  • PDF

An Approach to Improve the Contrast of Multi Scale Fusion Methods

  • Hwang, Tae Hun;Kim, Jin Heon
    • Journal of Multimedia Information System
    • /
    • v.5 no.2
    • /
    • pp.87-90
    • /
    • 2018
  • Various approaches have been proposed to convert low dynamic range (LDR) to high dynamic range (HDR). Of these approaches, the Multi Scale Fusion (MSF) algorithm based on Laplacian pyramid decomposition is used in many applications and demonstrates its usefulness. However, the pyramid fusion technique has no means for controlling the luminance component because the total number of pixels decreases as the pyramid rises to the upper layer. In this paper, we extract the reflection light of the image based on the Retinex theory and generate the weight map by adjusting the reflection component. This weighting map is applied to achieve an MSF-like effect during image fusion and provides an opportunity to control the brightness components. Experimental results show that the proposed method maintains the total number of pixels and exhibits similar effects to the conventional method.

Super Resolution Reconstruction from Multiple Exposure Images (노출이 다른 다수의 입력 영상을 사용한 초해상도 영상 복원)

  • Lee, Tae-Hyoung;Ha, Ho-Gun;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.49 no.1
    • /
    • pp.73-80
    • /
    • 2012
  • Recent research efforts have focused on combining high dynamic range imaging with super-resolution reconstruction to enhance both the intensity range and resolution of images. The processes developed to date start with a set of multiple-exposure input images with low dynamic range (LDR) and low resolution (LR), and require several procedural steps: conversion from LDR to HDR, SR reconstruction, and tone mapping. Input images captured with irregular exposure steps have an impact on the quality of the output images from this process. In this paper, we present a simplified framework to replace the separate procedures of previous methods that is also robust to different sets of input images. The proposed method first calculates weight maps to determine the best visible parts of the input images. The weight maps are then applied directly to SR reconstruction, and the best visible parts for the dark and highlighted areas of each input image are preserved without LDR-to-HDR conversion, resulting in high dynamic range. A new luminance control factor (LCF) is used during SR reconstruction to adjust the luminance of input images captured during irregular exposure steps and ensure acceptable luminance of the resulting output images. Experimental results show that the proposed method produces SR images of HDR quality with luminance compensation.

The Effect of Saliency Map on Image Quality Assessment (주목도 지도가 화질 평가에 미치는 영향)

  • Kwon, Bojun;Yun, Il Dong;Lee, Sang Uk
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2012.07a
    • /
    • pp.392-393
    • /
    • 2012
  • 영상에서의 화질 평가는 학술적으로나 산업적으로나 중요한 문제이지만 지금까지 주로 쓰여온 PSNR 과 같은 방법은 실제 사람이 인식하는 평가에 잘 부합하지 못하는 문제점이 있었다. 본 논문에서는 모든 밝기 영역에서 영상을 평가할 수 있는 HDR-VDP2 와 주목도 지도를 결합하여 범용적으로 사용이 가능하며 성능도 뛰어난 화질 측정 방법을 제시하고, 다양한 주목도 지도에 대하여 그 성능과 화질 평가 성능 사이의 관계를 살펴본다. 구현에는 주목도 지도를 가중치로 사용함으로써 간단하게 더 좋은 성능의 화질 평가 시스템을 만들었고 이를 실험으로 보였다. 또한 주목도 지도의 성능과 화질 평가 시스템의 성능 사이에는 약한 양의 상관관계가 있는 것으로 나타났는데 주목도 지도와 함께 구조적 특징점들의 정보를 성능 평가 시스템에 포함시키면 더 좋은 결과를 얻을 것으로 기대된다.

  • PDF

Measurement-based Face Rendering reflecting Positional Scattering Properties (위치별 산란특성을 반영한 측정기반 얼굴 렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.137-144
    • /
    • 2009
  • This paper predicts 6 facial regions that may have sharply different scattering properties, rendering the face more realistically based on their diffusion profiles. The scattering properties are acquired in the form of high dynamic range by photographing the pattern formed around an unit ray incident on facial skin. The acquired data are fitted to a 'linear combination of Gaussian functions', which well approximates the original diffusion profile of skin and has good characteristics as the filter. During the process, to prevent its solutions from converging into local minima, we take advantage of the genetic algorithm to set up the initial value. Each Gaussian term is applied to the irradiance map as a filter, expressing subsurface scattering effect. In this paper, to efficiently handle the maximum 12 Gaussian filterings, we make use of the parallel capacity of CUDA.

  • PDF