The Art and Science of HDR Imaging

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About the Book

Rendering High Dynamic Range (HDR) scenes on media with limited dynamic range began in the Renaissance whereby painters, then photographers, learned to use low-range spatial techniques to synthesize appearances, rather than to reproduce accurately the light from scenes. The Art and Science of HDR Imaging presents a unique scientific HDR approach derived from artists’ understanding of painting, emphasizing spatial information in electronic imaging.

Human visual appearance and reproduction rendition of the HDR world requires spatial-image processing to overcome the veiling glare limits of optical imaging, in eyes and in cameras. Illustrated in full colour throughout, including examples of fine-art paintings, HDR photography, and multiple exposure scenes; this book uses techniques to study the HDR properties of entire scenes, and measures the range of light of scenes and the range that cameras capture. It describes how electronic image processing has been used to render HDR scenes since 1967, and examines the great variety of HDR algorithms used today. Showing how spatial processes can mimic vision, and render scenes as artists do, the book also:

  • Gives the history of HDR from artists' spatial techniques to scientific image processing
  • Measures and describes the limits of HDR scenes, HDR camera images, and the range of HDR appearances
  • Offers a unique review of the entire family of Retinex image processing algorithms
  • Describes the considerable overlap of HDR and Color Constancy: two sides of the same coin
  • Explains the advantages of algorithms that replicate human vision in the processing of HDR scenes
  • Provides extensive data to test algorithms and models of vision on an accompanying website.
  •  
  • Contents:
  • Section A HISTORY OF HDR IMAGING 1

    1 HDR Imaging 3

    1.1 Topics 3

    1.2 Introduction 3

    1.3 Replicas and Reproductions 4

    1.4 A Choice of Metaphors for HDR Reproduction 5

    1.5 Reproduction of Scene Dynamic Range 7

    1.6 HDR Disciplines 8

    1.7 Outline of the Text 10

    1.8 Summary 11

    1.9 References 12

    2 HDR Tools and Defi nitions 13

    2.1 Topics 13

    2.2 Introduction 13

    2.3 Pixels 14

    2.4 Dynamic Ranges 14

    2.5 Measuring Light 17

    2.6 Measuring Color Spaces 18

    2.7 Image Reproduction 21

    2.8 Contrast 24

    2.9 Digital Imaging 25

    2.10 Summary 25

    2.11 References 26

    3 HDR in Natural Scenes 27

    3.1 Topics 27

    3.2 Appearance in HDR and Color Constancy 27

    3.3 Summary 30

    3.4 References 31

    4 HDR in Painting 33

    4.1 Topics 33

    4.2 Introduction 33

    4.3 Ancient Painting 33

    4.4 Perspective 35

    4.5 Chiaroscuro 37

    4.6 Gerritt van Honthorst (Gherardo delle Notti) 37

    4.7 Rembrandt van Vijn 40

    4.8 John Constable 40

    4.9 John Martin 40

    4.10 Impressionism 41

    4.11 Photorealism 43

    4.12 Summary 43

    4.13 References 44

    5 HDR in Film Photography 45

    5.1 Topics 45

    5.2 Introduction 45

    5.3 Multiple Exposures in the 1850s 46

    5.4 HP Robinson 47

    5.5 Hurter and Driffi eld-Scientifi c Calibration of AgX Film Sensitivity 48

    5.6 Sheppard and Mees 50

    5.7 19th Century – Professional Amateur Photography 50

    5.8 20th Century – Corporate Photography 50

    5.9 20th Century Control of Dynamic Range 51

    5.10 Other Silver-Halide Stories 56

    5.11 Summary 56

    5.12 References 57

    6 The Ansel Adams Zone System 59

    6.1 Topics 59

    6.2 Introduction 59

    6.3 Compressing the HDR World into the LDR Print 59

    6.4 Visualization 60

    6.5 Scene Capture 61

    6.6 “Performing the Score” 65

    6.7 Moonrise, Hernandez 66

    6.8 Apparent vs. Physical Contrast 66

    6.9 Summary 66

    6.10 References 68

    7 Electronic HDR Image Processing: Analog and Digital 69

    7.1 Topics 69

    7.2 Introduction 69

    7.3 Human Spatial Vision 69

    7.4 Electronic HDR Image Processing 70

    7.5 Summary 74

    7.6 References 75

    8 HDR and the World of Computer Graphics 77

    8.1 Topics 77

    8.2 Introduction 77

    8.3 Early Years: the 60s 78

    8.4 Early Digital Image Synthesis: the 70s 78

    8.5 The Turning Point: the 80s 79

    8.6 Computational Photorealism: from the 90s 80

    8.7 Summary 80

    8.8 References 81

    9 Review of HDR History 83

    9.1 Topics 83

    9.2 Summary of Disciplines 83

    9.3 Review 84

    9.4 Summary 87

    9.5 References 87

    Section B MEASURED DYNAMIC RANGES 89

    10 Actual Dynamic Ranges 91

    10.1 Topics 91

    10.2 Introduction 91

    10.3 Dynamic Range of Light Sensors 92

    10.4 Bits per Pixel 93

    10.5 Dynamic Range of Display Devices 94

    10.6 Interactions of Pixels in Images 95

    10.7 Summary 96

    10.8 References 96

    11 Limits of HDR Scene Capture 99

    11.1 Topics 99

    11.2 Introduction 99

    11.3 HDR Test Targets 99

    11.4 Camera Veiling Glare Limits 101

    11.5 Glare in Film Cameras 107

    11.6 Review 111

    11.7 Summary 111

    11.8 References 112

    12 Limits of HDR in Humans 113

    12.1 Topics 113

    12.2 Introduction 113

    12.3 Visual Appearance of HDR Displays 113

    12.4 von Honthorst’s Painting and the 4scaleBlack HDR Target 116

    12.5 HDR Displays and Black and White Mondrian 116

    12.6 HDR and Tone Scale Maps 117

    12.7 HDR Displays and Contrast 117

    12.8 Summary 117

    12.9 References 118

    13 Why Does HDR Improve Images? 119

    13.1 Topics 119

    13.2 Introduction 119

    13.3 Why are HDR Images Better? 120

    13.4 Are Multiple Exposures Necessary? 120

    13.5 Summary 121

    13.6 References 121

    Section C SEPARATING GLARE AND CONTRAST 123

    14 Two Counteracting Mechanisms: Glare and Contrast 125

    14.1 Topics 125

    14.2 Introduction 125

    14.3 Two Spatial Mechanisms 126

    14.4 Calculated Retinal Image 126

    14.5 Measuring the Range of HDR Appearances 131

    14.6 Calculating the Retinal Image 131

    14.7 Visualizing the Retinal Image 131

    14.8 HDR and Uniform Color Space 132

    14.9 Summary 132

    14.10 References 132

    15 Measuring the Range of HDR Appearances 135

    15.1 Topics 135

    15.2 Introduction 135

    15.3 Design of Appearance Scale Target 136

    15.4 Magnitude Estimation Experiments 138

    15.5 Scene Dependent Tone Scale 141

    15.6 Glare and Contrast 142

    15.7 Summary 143

    15.8 References 143

    16 Calculating the Retinal Image 145

    16.1 Topics 145

    16.2 Introduction 145

    16.3 Converting Scene Luminance to Retinal Contrast 146

    16.4 Calculating Retinal Radiance 146

    16.5 Changes in the Retinal Image from Glare 149

    16.6 Appearance and Retinal Image 149

    16.7 Scene Content and Psychometric Functions 151

    16.8 Summary 151

    16.9 References 152

    17 Visualizing HDR Images 153

    17.1 Topics 153

    17.2 Introduction 153

    17.3 Calculated Retinal Image Contrast 154

    17.4 Retinal Image Contrast 155

    17.5 Summary 159

    17.6 References 159

    18 HDR and Uniform Color Spaces 161

    18.1 Topics 161

    18.2 Introduction 161

    18.3 Uniform Color Spaces – Psychophysics 161

    18.4 Color Vision – Physiology 164

    18.5 Accurate Transformations from CMF to UCS 165

    18.6 Summary 167

    18.7 References 168

    19 Glare: A Major Part of Vision Theory 169

    19.1 Topics 169

    19.2 Introduction 169

    19.3 Glare: Distorts Lightness below Middle Gray, More or Less 169

    19.4 Pixel-based HDR Image Processing 170

    19.5 Summary 171

    19.6 References 171

    Section D SCENE CONTENT CONTROLS APPEARANCE 173

    20 Scene Dependent Appearance of Quanta Catch 175

    20.1 Topics 175

    20.2 Introduction 175

    20.3 Models of Vision – A Choice of Paradigms 175

    20.4 Illumination, Constancy and Surround 176

    20.5 Maximum’s Enclosure and Distance 176

    20.6 Size of Maxima 177

    20.7 Assimilation 177

    20.8 Maxima and Contrast with Maxima 177

    21 Illumination, Constancy and Surround 179

    21.1 Topics 179

    21.2 Introduction 179

    21.3 Hipparchus of Nicea 180

    21.4 Flat-2-D Transparent Displays 182

    21.5 A Simple Two-Step Physical Description 183

    21.6 Complex 3-D Scenes 185

    21.7 Local Maxima 189

    21.8 Review 190

    21.9 Summary 190

    21.10 References 191

    22 Maximum’s Enclosure and Separation 193

    22.1 Topics 193

    22.2 Introduction 193

    22.3 Experimental Design 194

    22.4 Lightness Matches – Light Gray on Black 194

    22.5 Lightness Matches – Dark Gray on Black 195

    22.6 Dark Gray on Black: Varying White’s Position 197

    22.7 Review 198

    22.8 Summary 199

    22.9 References 200

    23 Maxima Size and Distribution 201

    23.1 Topics 201

    23.2 Introduction 201

    23.3 Experimental Procedure 202

    23.4 Controls 202

    23.5 Dispersion of White (“Snow”) 202

    23.6 Sides and Corners 203

    23.7 Lines 204

    23.8 Equivalent Backgrounds 205

    23.9 Equivalent Backgrounds and Models of Vision 207

    23.10 Summary 207

    23.11 References 208

    24 From Contrast to Assimilation 209

    24.1 Topics 209

    24.2 Introduction 209

    24.3 Segmented Surrounds 210

    24.4 Checkerboard Variants 215

    24.5 Summary 216

    24.6 References 216

    25 Maxima and Contrast with Maxima 217

    25.1 Topics 217

    25.2 Merger of Aperture and Object Modes 217

    25.3 Infl uence of the Maxima 218

    25.4 Summary 219

    Section E COLOR HDR 221

    26 HDR, Constancy and Spatial Content 223

    26.1 Topics 223

    26.2 Introduction 223

    26.3 Red and White Projections 224

    26.4 Color Mondrians 225

    26.5 Constancy’s On/Off Switch 225

    26.6 Color of 3-D Mondrians – LDR/HDR Illumination 226

    26.7 Color Constancy is HDR 226

    26.8 References 226

    27 Color Mondrians 227

    27.1 Topics 227

    27.2 Introduction 227

    27.3 Color Mondrians 229

    27.4 The Signature of Color Constancy 237

    27.5 Search for Evidence of Adaptation – Averages 240

    27.6 Transparency in Mondrians 243

    27.7 Color Assimilation 243

    27.8 Summary 244

    27.9 References 245

    28 Constancy’s On/Off Switch 247

    28.1 Topics 247

    28.2 Introduction 247

    28.3 Maximov’s Shoe Boxes 247

    28.4 New Maxima Restores Constancy 250

    28.5 Independent L, M, S Spatial Processing 251

    28.6 Model Predictions 253

    28.7 Center-Surround Target – Results 253

    28.8 Summary 255

    28.9 References 256

    29 HDR and 3-D Mondrians 257

    29.1 Topics 257

    29.2 Color Constancy and Appearance 257

    29.3 Color Constancy Models 258

    29.4 Measuring Changes in Appearance from Changes in Illumination 259

    29.5 Magnitude Estimation Appearance Measurements 262

    29.6 Watercolor Rendition Measurements of Appearance 263

    29.7 Review of 3-D Mondrian Psychophysical Measurements 266

    29.8 Color Constancy Models 268

    29.9 Conclusions 270

    29.10 References 271

    30 Color Constancy is HDR 273

    30.1 Topics 273

    30.2 Introduction 273

    30.3 Rod Receptors and HDR 274

    30.4 Assembling Appearance: Color Constancy, Rod Vision and HDR 279

    30.5 Summary 280

    30.6 References 280

    Section F HDR IMAGE PROCESSING 283

    31 HDR Pixel and Spatial Algorithms 285

    31.1 Topics 285

    31.2 Introduction – HDR Image Processing Algorithms 285

    31.3 One Pixel – Tone Scale Curves 286

    31.4 Some of the Pixels – Local Processing 288

    31.5 All of the Pixels 289

    31.6 All Pixels and Scene Dependent – The Retinex Extended Family 289

    31.7 Retinex Algorithms 290

    31.8 ACE Algorithms 290

    31.9 Analytical, Computational and Variational Algorithms 290

    31.10 Techniques for Analyzing HDR Algorithms 290

    31.11 The HDR Story 291

    31.12 References 291

    32 Retinex Algorithms 293

    32.1 Topics 293

    32.2 Introduction 293

    32.3 How to Calculate Lightness Using Ratio-Products 297

    32.4 A Variety of Processing Networks 301

    32.5 Image Content 302

    32.6 Real Images – 1975 307

    32.7 The Extended Family of Retinex Models 319

    32.8 Algorithm’s Goal 334

    32.9 References 337

    33 ACE Algorithms 341

    33.1 Topics 341

    33.2 Introduction 341

    33.3 ACE Algorithm 341

    33.4 Retinex and ACE 344

    33.5 ACE Characteristics 345

    33.6 RACE 349

    33.7 Other Vision-based Models 350

    33.8 Summary 350

    33.9 References 351

    34 Analytical, Computational and Variational Algorithms 353

    34.1 Topics 353

    34.2 Introduction 353

    34.3 Math in the Framework of the Human Visual System 354

    34.4 Analytical Retinex Formulas 354

    34.5 Computational Retinex in Wavelets 354

    34.6 Retinex and the Variational Techniques 355

    34.7 Summary 356

    34.8 References 357

    35 Evaluation of HDR Algorithms 359

    35.1 Topics 359

    35.2 Introduction 359

    35.3 Quantitative Approaches to Algorithm Evaluation 360

    35.4 Lightness Test Targets 361

    35.5 Ratio Metric 362

    35.6 Quantitative Evaluation of 3-D Mondrians 367

    35.7 Locality Test Targets 369

    35.8 Summary 370

    35.9 Lessons From Quantitative Studies of HDR in Cameras 371

    35.10 References 371

    36 The HDR Story 373

    36.1 Topic 373

    36.2 Straightforward Technology Stories 373

    36.3 The HDR Story is Defi ned by Limits 373

    36.4 HDR Works Well 374

    36.5 References 375

     

Title The Art and Science of HDR Imaging
Author John J. McCann
ISBN 9780470666227
Publishers Wiley
Year 2011
Pages 389+24
Language English
Binding Hardbond

 

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