High dynamic range imaging

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High dynamic range imaging. Camera pipeline. 12 bits. 8 bits. Short exposure. 10 -6. 10 6. dynamic range. Real world radiance. 10 -6. 10 6. Picture intensity. Pixel value 0 to 255. Long exposure. 10 -6. 10 6. dynamic range. Real world radiance. 10 -6. 10 6. Picture - PowerPoint PPT Presentation

Transcript of High dynamic range imaging

High dynamic range imaging

Camera pipeline

12 bits 8 bits

Short exposure

10-6 106

10-6 106

Real worldradiance

Pictureintensity

dynamic range

Pixel value 0 to 255

Long exposure

10-6 106

10-6 106

Real worldradiance

Pictureintensity

dynamic range

Pixel value 0 to 255

Varying shutter speeds

Recovering High Dynamic Range Radiance Maps

from PhotographsPaul E. Debevec Jitendra Malik

SIGGRAPH 1997

Recovering response curve

12 bits 8 bits

Dt =1/4 sec

Dt =1 sec

Dt =1/8 sec

Dt =2 sec

Image series

Dt =1/2 sec

Recovering response curve

• 1• 1

• 1• 1

• 1• 1

• 1• 1

• 1• 1

• 3• 3

• 3• 3

• 3• 3

• 3• 3

• 3• 3

• 2• 2

• 2• 2

• 2• 2

• 2• 2

• 2• 2

0

255

Idea behind the math

ln2

Idea behind the math

Each line for a scene point.The offset is essentially determined by the unknown Ei

Idea behind the math

Note that there is a shift that we can’t recover

Math for recovering response curve

Recovering response curve

• The solution can be only up to a scale, add a constraint

• Add a hat weighting function

Recovered response function

Constructing HDR radiance map

combine pixels to reduce noise and obtain a more reliable estimation

Reconstructed radiance map

Gradient Domain High Dynamic Range Compression

Raanan Fattal Dani Lischinski Michael Werman

SIGGRAPH 2002

The method in 1D

log derivative

atte

nuat

e

integrateexp

The method in 2D

• Given: a log-luminance image H(x,y)• Compute an attenuation map

• Compute an attenuated gradient field G:

• Problem: G may not be integrable!

H

HyxHyxG ),(),(

Solution

• Look for image I with gradient closest to G in the least squares sense.

• I minimizes the integral:

22

2,

yx Gy

IG

x

IGIGIF

dxdyGIF ,

y

G

x

G

y

I

x

I yx

2

2

2

2Poissonequation

Attenuation

gradient magnitudelog(Luminance) attenuation map

1),(

),(

yxHyx k

kH 1.0

8.0~

Multiscale gradient attenuation

interpolate

interpolate

X =

X =

Bilateral[Durand et al.]

Photographic[Reinhard et al.]

Gradient domain[Fattal et al.]

Informal comparison

Informal comparison

Bilateral[Durand et al.]

Photographic[Reinhard et al.]

Gradient domain[Fattal et al.]

Bilateral[Durand et al.]

Photographic[Reinhard et al.]

Gradient domain[Fattal et al.]

Informal comparison

Local Laplacian Filters :Edge-aware Image

Processingwith a Laplacian PyramidSylvain Paris Samuel W. Hasinoff Jan

KautzSIGGRAPH 2011

Background on Gaussian Pyramids• Resolution halved at each level using

Gaussian kernel

level 0

level 1

level 2level 3(residual)

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Background on Laplacian Pyramids• Difference between adjacent Gaussian

levels

level 0

level 1

level 2level 3(residual)

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Discontinuity

Intuition for 1D Edge

= + +

Input signal Texture Smooth

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• Decomposition for the sake of analysis only– We do not compute it in practice

Discontinuity

Intuition for 1D Edge

= + +

Input signal Texture SmoothDoes not

contribute toLap. pyramidat that scale(d2/dx2=0)

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Discontinuity

Ideal Texture Increase

Texture

Keep unchanged

Amplify

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Our Texture Increase

“Locally good”version

Input signal

σ σ

σ

σ

user-defined parameter σ defines texture vs. edges

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Local nonlinearity

DiscontinuityUnaffected

Our Texture Increase

= + +

“Locally good”Only left side

is affected

TextureLeft side is ok,right side is not

SmoothDoes not

contribute toLap. pyramidat that scale(d2/dx2=0)

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= + +

SmoothDoes not

contribute toLap. pyramidat that scale(d2/dx2=0)

Discussion

Negligible because

collocated with discontinuity

Negligible because

Gaussian kernel ≈ 0

DiscontinuityUnaffected

“Locally good”Only left side

is affected

TextureLeft side is ok,right side is not

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Good approximation to ideal case overall

(formal treatment in

paper)

Texture ManipulationInput

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Texture ManipulationDecrease

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Texture ManipulationSmall Increase

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Texture ManipulationLarge Increase

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Texture ManipulationInput

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Texture ManipulationLarge Increase

40