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A high dynamic range rendering pipeline for interactive applications In search for perceptual realism
| Content Provider | Semantic Scholar |
|---|---|
| Author | Petit, Josselin Brémond, Roland |
| Copyright Year | 2010 |
| Abstract | Realistic images can be computed at interactive frame rates for Computer Graphics applications. Meanwhile, High Dynamic Range (HDR) rendering has a growing success in video games and virtual reality applications, as it improves the image quality and the player’s immersion feeling. In this paper, we propose a new method, based on a physical lighting model, to compute in real time a HDR illumination in virtual environments. Our method allows to re-use existing virtual environments as input, and computes HDR images in photometric units. Then, from these HDR images, displayable 8-bit images are rendered with a tone mapping operator and displayed on a standard display device. The HDR computation and the tone mapping are implemented in OpenSceneGraph with pixel shaders. The lighting model, together with a perceptual tone mapping, improves the perceptual realism of the rendered images at low cost. The method is illustrated with a practical application where the dynamic range of the virtual environment is a key rendering issue: night-time driving simulation. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://perso.lcpc.fr/bremond.roland/documents/VC10_Petit.pdf |
| Alternate Webpage(s) | http://www.researchgate.net/profile/Roland_Bremond/publication/225776539_A_high_dynamic_range_rendering_pipeline_for_interactive_applications/links/00b7d527bad846feb7000000.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |