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High Dynamic Range Environment Mapping On Mainstream Graphics Hardware


Future Work

The authors are considering areas for future work. We would like to experiment with per-pixel tone mapping. [17] discusses a technique to simulate the photographer's use of dodge and burn. Dodge and burn is the action of adding or subtracting light from areas in the print to increase or limit exposure, usually done with a piece of article with a hole cut out or a small wand. Think of it as choosing a key value for every pixel. Since we wanted a fast tone mapping technique we chose not to focus on this operator, but as graphics hardware becomes faster per pixel tone mapping operators will surely be able to be done in real-time. Another alternative to consider is the application of a tone mapping in regions of luminance values by determining local keys to apply either the per pixel tone mapping or the average luminance value operator we described in detail above.

References

[1] [Akenine-Moller02] Tomas Akenine-Moller and Erik Haines. Real-Time Rendering, 2nd Edition. Page 193. AK Peters. 2002.
[2] [Cohen01] Jonathan Cohen, Chris Tchou, Tim Hawkins, and Paul Debevec. Real-Time High Dynamic Range Texture Mapping. In Rendering Techniques 2001. S. J. Gortler and K. Myszkowski, eds. 313-320.
[3] [Debevec97] Paul Debevec, Jitendra Malik. Recovering High Dynamic Range Radiance Maps from Photographs. SIGGRAPH 1997. 1997. Pages 369-378.
[4] [Debevec02] Paul Debevec. Image-Based Lighting. Computer Graphics and Applications. March/April 2002. Pages 26-34.
[5] [Ferwerda96] James A. Ferwerda, Sumanta N. Pattanaik, Peter Shirley, and Don Greenberg. A Model of Visual Adaptation for Realistic Image Synthesis. SIGGRAPH 1996. Pages 249-258.
[6] [Halsted93] Charles Halsted. Brightness, Luminance, and Confusion. Information Display. 1993. http://www.crompton.com/wa3dsp/light/lumin.html.
[7] [HDRShop04] Software for creating, editing, and saving HDR imagery. http://www.ict.usc.edu/graphics/HDRShop/. 10/29/2004.
[8] {Kawase03] Kawase, Masaki. Framebuffer Post-Processing Effects in DOUBLE S.T.E.A.L. (Wreckless). Presentation. Game Developers Conference 2003.
[9] [Kawase04] Kawase, Masaki. Practical Implementation of High Dynamic Range Rendering. Presentation. Game Developers Conference 2004.
[10] [MSSDK04] Microsoft Corporation DirectX 9.0 SDK Summer 2004 Update. http://www.microsoft.com/downloads/search.aspx?displaylang=en&categoryid=2. August 2004.
[11] [Northrop04] Northrop, Cody. High Dynamic Range Lighting Brown Bag Presentation. Intel Brown Bag Lunch. 5/26/2004.
[12] [OpenEXR04] The OpenEXR web site: http://www.openexr.org/downloads.html. August 19, 2004.
[13] [Photogenics04] http://www.idruna.com/downloads.html.
[14] [Probe04] Light Probe Image Gallery. http://athens.ict.usc.edu/Probes/. 9/8/2004.
[15] [Radiance04] http://radsite.lbl.gov/radiance/HOME.html. Radiance Imaging System. August 2004.
[16] [Reinhard04] Erik Reinhard, Personal Email Communication. July 30, 2004.
[17] [Reinhard02] Erik Reinhard, Michael Stark, Peter Shirley, and James Ferwerda. Photographic Tone Reproduction for Digital Images. SIGGRAPH 2002. Pages 267-276.
[18] [Shastry99] Anirudh S. Shastry. High Dynamic Range Rendering. http://www.gamedev.net/columns/hardcore/hdrrendering/.
[19] [Seetzen04] Seetzen, Helge, Wolfgang Heidrich, Wolfgang Stuerzlinger, Greg Ward, et. Al. High Dynamic Range Display Systems. 2004 ACM Transactions on Graphics, Volume 23 Number 3. SIGGRAPH 2004. Pages 760-768.
[20] [Ward03] Greg Ward. Global Illumination and HDRI Formats. SIGGRAPH 2003 Course #19: HDRI and Image Based Lighting. SIGGRAPH 2003.
[21] [Walter04] Bruce Walter. RGBE File Format. http://www.graphics.cornell.edu/~bjw/rgbe.html. 2004.

About the Authors

Adam Lake is a Graphics Software Architect in the Software Solutions Group leading development of a Graphics SDK at Intel. Adam has held a number of positions during his 9 years at Intel including research in non-photorealistic rendering and delivering the Shockwave 3D engine. Previous to working at Intel, he obtained a MS in computer graphics at UNC-Chapel Hill and worked in the Computational Science methods group at Los Alamos National Laboratory. More information is available at www.cs.unc.edu/~lake/vitae.html. He has several publications in computer graphics, and has reviewed papers for SIGGRAPH, IEEE, and several book chapters on computer graphics.

Cody Northrop is a Graphics Software Engineer in the Software Solutions Group at Intel. In his 7 years at Intel he has worked with many external software developers to get an early jump on new Intel CPU and GPU hardware. He has a degree in Computer Engineering from the University of Nebraska and can be reached at cody.l.northrop@intel.com.

Jeff Freeman is a Software Engineer at Intel Corporation, where he supports Intel graphics solutions in the Client Scale Enabling group. He holds a B.S. in Computer Science from Rensselaer Polytechnic Institute. He can be reached at jeffrey.m.freeman@intel.com.



Appendix A


Contents
  Introduction
  Background
  Theory
  Implementation
  Future Work
  Appendix A

  Source code
  Printable version
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