GPU HDR ToneMapping

JSeb <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Hello,

I'm investigating since quite a long time for a good hdr tone-mapping 
formula

For the time being, we're using the following:
a) a classic global operator defined by:
   LinearLDR.rgb = pow(1 - exp(-UserScale*HDR.rgb*AutoScale), UserGamma)
   SrgbLDR.rgb = LinearToSrgb(LinearLDR.rgb)  (display gamma convertion)
   With AutoScale = clamp(MiddleGray/AverageLuminance, MinScale, MaxScale)

This formula works quite well with dynamic adaptation of AverageLuminance.

b) Yet, we've some situations where dynamic range of hdr input is too 
high and tone mapping
output burns too much (for instance when getting out of a dark tunnel, 
outside locally burns)

I've a big belief that a local operator could behaves better in case (b).

I've made an old try with a self-made multi-scale gaussian blur of 
intensity
(with downsizes/upscales to reach big scales) which was triggering 
another "AutoScale" factor,
yet results were not so good.

c) I've recently implement gpu histograms first to visualize hdr input,
then i've tried a naive histogram equalization in log space which 
results is very poor.
I'm appealed by some histogram mapping like
c.1) "black & white 2" , (minIntens(<1%)=>0, maxIntens(>99%)=>1, 
midIntens(50%) controling a gamma)
   yet minIntens=>black is quite odd
c.2) smarter histogram equalization (ward histogram adjustement)
Yet, I've the feelling histogram won't really solve case (b)
(pdf: 2007 "Efficient Histogram Generation Using scattering on GPUs")

d) I've more recently implemented a approximation of Reinhard local 
operator (with box filters computed by summed area tables)
 result beging to be interesting yet, I've some artifacts, the biggest 
being banding & aliasing, I fear theses are inhere in the operator...
 and even if Alpha & Teta parameters default value works (0.05 & 8), 
others values (like 0.025 proposed by the paper) don't work so well.
 in addition very high luminance colors don't go to white & made "pure" 
saturated colors (but this defect may be tweaked)
(pdf: 2008 "Real-Time Photographic Local Tone Reproduction Using 
Summed-Area Tables" Slomp/Oliveira CGI2008)

Have you any advices or know local operators which really works for big 
hdr range images ??
Many thanks
JSeb

------------------------------------------------------------------------------
Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
trial. Simplify your report design, integration and deployment - and focus on 
what you do best, core application coding. Discover what's new with
Crystal Reports now.  http://p.sf.net/sfu/bobj-july
_______________________________________________
GDAlgorithms-list mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.