High dynamic range and tone mapping Advanced Graphics

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High dynamic range and tone mapping Advanced Graphics Rafał Mantiuk Computer Laboratory, University of Cambridge

Cornell Box: need for tone-mapping in graphics Rendering Photograph 2

Real-world scenes are more challenging The match could not be achieved if the light source in the top of the box was visible The display could not reproduce the right level of brightness 3

Dynamic range Luminance max L min L (for SNR>3) Slide 4

Dynamic range (contrast) As ratio: Usually written as C:1, for example 1000:1. As orders of magnitude or log10 units: As stops: C = L max L min C 2 = log 2 L max L min C 10 = log 10 L max L min One stop is doubling of halving the amount of light 5

High dynamic range (HDR) 10-6 10-4 10-2 100 102 104 106 108 Dynamic Luminance [cd/m 2 ] Range 1000:1 1500:1 30:1 6

Visible colour gamut The eye can perceive more colours and brightness levels than a display can produce a JPEG file can store The premise of HDR: Visual perception and not the technology should define accuracy and the range of colours The current standards not fully follow to this principle 8

Tone-mapping problem luminance range [cd/m2] human vision simultaneously adapted Tone mapping conventional display 9

Why do we need tone mapping? To reduce excessive dynamic range To customize the look (colour grading) To simulate human vision for example night vision To adapt displayed images to a display and viewing conditions To make rendered images look more realistic Different tone mapping operators achieve different goals 10

Tone-mapping in rendering Any physically-based rendering requires tonemapping LDR illumination No tone-mapping HDR illumination Tone-mapping HDR rendering in games is pseudo-physically-based rendering Goal: to simulate a camera or the eye Greatly enhances realism Half-Life 2: Lost coast Rendering engine Linear RGB Map 11 Simulate

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 12

Arithmetic of HDR images How does the basic arithmetic operations Addition Multiplication Power function affect the appearance of an HDR image? We work in the luminance space (NOT luma) The same operations can be applied to linear RGB Or to luminance-only and the colour can be transferred 13

Multiplication brightness change Resulting luminance Input luminance Brightness change parameter Multiplication makes the image brighter or darker It does not change the dynamic range! 14

Power function contrast change Contrast change (gamma) Luminance of white Power function stretches or shrinks image dynamic range It is usually performed relative to reference white Apparent brightness changes is the side effect of pushing tones towards or away from the white point 15

Addition black level Black level (flare, fog) Addition elevates black level, adds fog to an image It does NOT make the overall image brighter It reduces dynamic range 16

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 17

Two ways to do tone-mapping Liminance, linear RGB Luma, gamma corrected RGB, srgb HDR image Tone mapping A LDR image Liminance, linear RGB HDR image Tone mapping B Inverse display model LDR image Display model can account for: Display peak luminance Display dynamic range (contrast) Ambient light Sometimes known as gamma 18

Display model Tone-mapping needs to account for the physical model of a display How a display transforms pixel values into emitted light 19

(Forward) Display model GOG: Gain-Gamma-Offset Display black level Luminance Peak luminance Gamma Screen reflections Reflectance factor (0.01) Gain Pixel value 0-1 Offset 20 Ambient illumination (in lux)

Inverse display model Symbols are the same as for the forward display model Note: This display model does not address any colour issues. The same equation is applied to red, green and blue color channels. The assumption is that the display primaries are the same as for the srgb color space. 21

Ambient illumination compensation Non-adaptive TMO Display adaptive TMO lux 22 10 300 10 000

Ambient illumination compensation Non-adaptive TMO Display adaptive TMO lux 23 10 300 10 000

Example: Ambient light compensation We are looking at the screen in bright light L peak = 100 [cd m 2 ] k = 0.005 Modern screens have L black = 0.1 [cd m 2 ] reflectivity of around 0.5% E amb = 2000 [lux] L refl = 0.005 π 2000 = 3.183 [cd m 2 ] We assume that the dynamic of the input is 2.6 ( 400:1) r in = 2.6 r out = log 10 L peak L black + L refl = 1.77 First, we need to compress contrast to fit the available dynamic range, then compensate for ambient light L out = 24 L in L peak r out r in Lrefl The resulting value is in luminance, must be mapped to display luma / gamma corrected values Simplest, but not the best tone mapping

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 25

Tone-curve Best tonemapping is the one which does not do anything, i.e. slope of the tone-mapping curves is equal to 1. Image histogram 26

Tone-curve But in practice contrast (slope) must be limited due to display limitations. 27

Tone-curve Global tonemapping is a compromise between clipping and contrast compression. 28

Sigmoidal tone-curves Very common in digital cameras Mimic the response of analog film Analog film has been engineered over many years to produce good tone-reproduction Fast to compute 29

Sigmoidal tone mapping Simple formula for a sigmoidal tone-curve: R (x, y) = R(x, y) b L ma b + R(x, y) b where L m is the geometric mean (or mean of logarithms): L m = exp 1 N (x,y) ln(l x, y ) and L x, y is the luminance of the pixel x, y. 30

Sigmoidal tone mapping example a=0.25 a=1 a=4 31 b=0.5 b=1 b=2

Histogram equalization 1. Compute cummulative image histogram For HDR, operate in the log domain 2. Use the cummulative histogram as a tone-mapping function Y c( Y in ) out For HDR, map the log-10 values to the [-dr out ; 0] range where dr out is the target dynamic range (of a display) 32

Histogram equalization Steepest slope for strongly represented bins If many pixels have the same value - enhance contrast Reduce contrast, if few pixels Histogram Equalization distributes contrast distortions relative to the importance of a brightness level 33

Histogram adjustment with a linear ceiling [Larson et al. 1997, IEEE TVCG] Linear mapping Histogram equalization Histogram equalization with ceiling 34

Histogram adjustment with a linear ceiling Truncate the bins that exceed the ceiling; Distribute the removed counts to all bins; Repeat until converges Ceiling, based on the maxiumum permissibble contrast 35

Histogram adjustment with a linear ceiling Truncate the bins that exceed the ceiling; Distribute the removed counts to all bins; Repeat until converges Ceiling, based on the maxiumum permissibble contrast 36

Histogram adjustment with a linear ceiling Truncate the bins that exceed the ceiling; Distribute the removed counts to all bins; Repeat until converges Ceiling, based on the maxiumum permissibble contrast 37

Tone-curve as an optimization problem Goal: Minimize the visual difference between the input and displayed images 38

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 39

Colour transfer in tone-mapping Many tone-mapping operators work on luminance For speed To avoid colour artefacts Colours must be transferred later form the original image Colour transfer in the linear RGB colour space: Output color channel (red) R out R L in in s L out Saturation parameter Resulting luminance The same formula applies to green (G) and blue (B) linear colour values. 40

Sample of pixels Luminance Colour transfer: out-of-gamut problem Colours often fall outside the colour gamut when contrast is compressed Original image Contrast reduced (s=1) Colours before/after processing Reduction in saturation is needed to bring the colors into gamut Red channel Saturation reduced (s=0.6) 41 Gamut boundary

Colour transfer: alternative method Colour transfer in linear RGB will alter resulting luminance Colours can be also transferred and saturation adjusted using CIE u v chromatic coordinates Luminance HDR Linear RGB RGB -> Yu v Colour To correct saturation: Y u v Tone mapping Desaturate Yu v -> RGB u out = u in u w s + u w v out = v in v w s + v w Tone-mapped Linear RGB Chroma of the white u w = 0.1978 v w = 0.4683 42

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 43

Illumination & reflectance separation Illumination Input Y = I R 44 Image Illumination Reflectance Reflectance

Illumination and reflectance Reflectance White 90% Black 3% Dynamic range < 100:1 Reflectance critical for object & shape detection Illumination Sun 10 9 cd/m 2 Lowest perceivable luminance 10-6 cd/m 2 Dynamic range 10,000:1 or more Visual system partially discounts illumination 45

Reflectance & Illumination TMO Hypothesis: Distortions in reflectance are more apparent than the distortions in illumination Tone mapping could preserve reflectance but compress illumination Tone-mapped image L d = R T(I) Illumination Reflectance Tone-mapping for example: L d R ( I / L ) white c L white 46

How to separate the two? (Incoming) illumination slowly changing except very abrupt transitions on shadow boundaries Reflectance low contrast and high frequency variations 47

Gaussian filter First order approximation Blurs sharp boundaries Causes halos Tone mapping result 48

Bilateral filter Better preserves sharp edges Still some blurring on the edges Reflectance is not perfectly separated from illumination near edges 49 [Durand & Dorsey, SIGGRAPH 2002] Tone mapping result

Weighted-least-squares (WLS) filter Stronger smoothing and still distinct edges Can produce stronger effects with fewer artifacts See image processing lecture Tone mapping result [Farbman et al., SIGGRAPH 2008] 50

Retinex Retinex algorithm was initially intended to separate reflectance from illumination [Land 1964] There are many variations of Retinex, but the general principle is to eliminate from an image small gradients, which are attributed to the illumination 1 step: compute gradients in log domain 2 nd step: set to 0 gradients less than the threshold 3 rd step: reconstruct an image from the vector field G out t G in For example by solving the Poisson equation 51

Retinex examples Original From: http://dragon.larc.nasa.gov/retinex/757/ After Retinex From:http://www.ipol.im/pub/algo/lmps_retinex_poisson_equation/#ref_1 52

Retinex Gradient domain Gradient domain HDR compression [Fattal et al., SIGGRAPH 2002] Similarly to Retinex, it operates on log-gradients But the function amplifies small contrast instead of removing it Contrast compression achieved by global contrast reduction Enhance reflectance, then 53 compress everything

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 54

Glare Alan Wake Remedy Entertainment 55

Glare Illusion Photography Painting 56 Computer Graphics HDR rendering in games

Scattering of the light in the eye 57 From: Sekuler, R., and Blake, R. Perception, second ed. McGraw- Hill, New York, 1990

Ciliary corona and lenticular halo * = From: Spencer, G. et al. + = 1995. Proc. of SIGGRAPH. (1995) 58

Examples of simulated glare 59 [From Ritschel et al, Eurographics 2009]

Temporal model of glare (low level) The model assumes that glare is mostly caused by diffraction and scattering Can simulate temporal effects 60 [From Ritschel et al, Eurographics 2009]

Temporal glare 61

Point Spread Function of the eye Green daytime (photopic) Red night time (scotopic) What portion of the light is scattered towards a certain visual angle To simulate: construct a digital filter convolve the image with that filter 62 From: Spencer, G. et al. 1995. Proc. of SIGGRAPH. (1995)

PSF vs. OTF (Optical Transfer Function) OTFs PSFs An OTF is the Fourier transform of a PSF Convolution with larger kernels is faster in the Fourier domain 63

Selective application of glare A) Glare applied to the entire image I g = I G Glare kernel (PSF) Reduces image contrast and sharpness 64 B) Glare applied only to the clipped pixels I g = I + I cliped G I cliped where I cliped = I for I > 1 0 otherwise Better image quality

Selective application of glare A) Glare applied to the entire image Original image B) Glare applied to clipped pixels only 65

Glare (or bloom) in games Convolution with large, non-separable filters is too slow The effect is approximated by a combination of Gaussian filters Each filter with different sigma The effect is meant to look good, not be be accurate model of light scattering Some games simulate camera rather than the eye 66

Does the exact shape of the PSF matter? The illusion of increased brightness works even if the PSF is very different from the PSF of the eye red - Gaussian green - accurate [Yoshida et al., APGV 2008] 67

HDR rendering motion blur 68 From LDR pixels From HDR pixels

Techniques Arithmetic of HDR images Display model Tone-curve Color transfer Base-detail separation Glare Simulation of night vision 69

What changes at low illumination? Global contrast Relative brightness Local contrast Visibility of small details Color Purkinje shift Saturation 72

Brightness reduction tone-curve Perceptualy-based night-vision tone-curve [Wanat et al. 2014] Requires rather complex optimization Empirical approach (not perceptual) Reduce brightness y out = b y in γ + f Reduce contrast γ = 0.9 b = 0.8 f = 0.01 Add fog 73

Local contrast Gabor patch basic contrast stimulus the shape matches the response pattern of the receptive fields on the retina l max Contrast G l mean G = l max -l mean Max log luminance Mean log luminance 74

Supra-threshold contrast matching Kulikowski s model of matching contrast [Kulikowski 1976] Contrast is perceived the same at different luminance levels when the physical contrast reduced by the corresponding detection threshold is equal at those luminance levels Contrast at luminance A Detection threshold at luminance A G L A G T L A = G L B G T (L B ) The detection thresholds can be predicted by the contrast sensitivity function Contrast at luminance B Detection threshold at luminance B 75

Supra-threshold contrast matching The lines connect contrast of the same perceived magnitude 76

Local contrast processing 79

Example processing Target Simulation of night vision Source 80

Rod contribution to colour vision Rods and cones share the same pathway. Rods contribute to all cone responses. adaptation [Cao et al. 2008] 81

Purkinje shift (effect) A shift in spectral sensitivity associated with the transition of cone to rod vision Blue appears brighter and red appears darker in twilight And the reverse is observed in daylight The shift to bluish hues is sometimes attributed to the Purkinje effect In practice the blue-shift is very subtle Much more pronouced in movies Perceptual Blue filter 82

Color saturation correction Loss of colour saturation with luminance Cones become less sensitive at low light Colours become less saturated Empirical formula [Wanat 2014] Luminance 83

References Comprehensive book on HDR Imaging E. Reinhard, W. Heidrich, P. Debevec, S. Pattanaik, G. Ward, and K. Myszkowski, High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting, 2nd editio. Morgan Kaufmann, 2010. Overview of HDR imaging & tone-mapping http://www.cl.cam.ac.uk/~rkm38/hdri_book.html Review of recent video tone-mapping A comparative review of tone-mapping algorithms for high dynamic range video Gabriel Eilertsen, Rafal K. Mantiuk, Jonas Unger, Eurographics State-of-The-Art Report 2017. Selected papers on tone-mapping: G. W. Larson, H. Rushmeier, and C. Piatko, A visibility matching tone reproduction operator for high dynamic range scenes, IEEE Trans. Vis. Comput. Graph., vol. 3, no. 4, pp. 291 306, 1997. R. Wanat and R. K. Mantiuk, Simulating and compensating changes in appearance between day and night vision, ACM Trans. Graph. (Proc. SIGGRAPH), vol. 33, no. 4, p. 147, 2014. Spencer, G. et al. 1995. Physically-Based Glare Effects for Digital Images. Proceedings of SIGGRAPH. (1995), 325 334... Ritschel, T. et al. 2009. Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye. Computer Graphics Forum. 28, 2 (Apr. 2009), 183 192 85