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64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

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Page 1: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

64-bits of Glorious LightAn Introduction to HDRR

CSE3AGT - Paul Taylor 2010

Page 2: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

HDRR vs LDRR

• http://upload.wikimedia.org/wikipedia/commons/1/1d/Farcryhdr.jpg

Page 3: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

We are going to look at Colour a little differently...

• Red Green Blue• Luminosity• Chromaticity r and b

Page 4: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Luminosity

• http://www.cambridgeincolour.com/tutorials/color-space-conversion.htm

Page 5: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

CIELUV and CIEXYZ

• L u v– L is the Luminance– u and v are the Chromaticity

• X Y Z ( also known as tristimulus values)• These are the amounts of each of the primaries needed for an

observer to see the desired colour• Y is the Luminance• Normalised it becomes CIExyzx = X / (X + Y + Z)

y = Y / (X + Y + Z)z = Z / (X + Y + Z) = 1 - (x + y)

Page 6: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

http://software.intel.com/sites/products/documentation/hpc/ipp/ippi/ippi_ch6/ch6_color_models.html

Page 7: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

An XYZ graph

Page 8: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Why are we going to do this?

• http://en.wikipedia.org/wiki/YCbCr

Page 9: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

RGB and sRGB

• RGB is Gamma independant Range [0,1]• sRGB utilises a Gamma of 2.2 and a D65

Whitepoint

Page 10: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Colour Format Factors

Lab Gamut Efficiency- % of visible colours represented

Coding Efficiency- % of data space that represents real colours (waste)

Page 11: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

The Lab Gamut

Page 12: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

RGB Colour Spaces• http://www.brucelindbloom.com/index.html?

WorkingSpaceInfo.html#Specifications

 

Page 13: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Adobe RGB

Page 14: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

sRGB

Page 15: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

NTSC RGB

Page 16: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

PAL / SECAM RGB

Page 17: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010
Page 18: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

sRGB to XYZ

http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html#WSMatrices

sRGB->XYZ XYZ->sRGB

Page 19: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

XYZ to Luv D65 = Xr=95.04, Yr=100.00, Zr=108.88

http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html#WSMatrices

Page 20: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Luminance

• http://colorusage.arc.nasa.gov/lum_and_chrom.php

Light of an equal power, but different wavelength does not appear equally bright to the viewing eye.

Page 21: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Chromaticity

• Chromaticity r and g from a CIE RGB source:

http://en.wikipedia.org/wiki/CIE_1931_color_space#Definition_of_the_CIE_XYZ_color_space

Page 22: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

U’ and v’

Page 23: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

• http://www.nikon.com/about/feelnikon/light/chap03/sec01.htm

Page 24: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Why are we doing this?

• http://en.wikipedia.org/wiki/YCbCr

Page 25: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

HDRR vs LDRR

• http://upload.wikimedia.org/wikipedia/commons/1/1d/Farcryhdr.jpg

Page 26: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

HDRR vs LDRR

• http://upload.wikimedia.org/wikipedia/commons/1/1d/Farcryhdr.jpg

Page 27: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Y Cb Cr (YCC)

• What is it?– A Colour Format yes– Y is the luma– Chroma Blue– Chroma Red

• Y’CbCr has a non-linear luma (Gamma encoded)

Page 28: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

• http://en.wikipedia.org/wiki/YCbCr

Page 29: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

CIE Chromacity Diagram

• http://en.wikipedia.org/wiki/File:CIExy1931.svg

Page 30: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Using all this to create HDRR

Page 31: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Emulating Light

• Our Contrast adaption is an adjustment of the iris, a relatively slow chemical change

• Dynamic Contrast of the eye is 1,000,000 : 1• Static Contrast of the sys is 10,000 : 1

Page 32: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Light Blooming

• When Light scatters in the Lens of your Eye• The brain interprets this as a bright spot.

– This has the effect of really bright stuff bleeding over the edges of other objects.

• Emulating this bleeding makes the player think the white spot is insanely bright!

Page 33: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Lens Flare

• This is the diffraction of light in the lens of your eye

• It results in rays of light emanating from small light sources, and possible chromatic effects.

• We have been emulating this effect for a long time, but with HDRR can also include the bleeding / distortion in relating to world objects

Page 34: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Screen Effects (Not all HDRR)

• Depth blur (Near and Far)• Motion Blur• Full Screen Bloom• Material Bloom• Cross fading (Cinematic)• Screen Distortions (Various)

– Heat Haze– Colour Filters (Night Vision)

• HDRR effects!!

Page 35: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

Tone Mapping

• This is us trying to jam 1,000,000 : 1 contrast ratio onto a screen which may have only 5,000 : 1 ratio.

Page 36: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

• Luv / XYZ benefits• Light Mixing• Two lights A and B• All possible outputs lie

directly between the two points

Page 37: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

LogLuv Encoding

• LogLuv is a great format for punching down the size of LUV encoded data into variables such as Int8’s or similar smaller data sizes

Page 38: 64-bits of Glorious Light An Introduction to HDRR CSE3AGT - Paul Taylor 2010

HDR Teapot