High Dynamic Range: Difference between revisions
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In [[virtual reality]], High Dynamic Range is seen has an important development since it improves the images quality and, consequently, the user’s feeling of [[immersion]]. HDR has also been adopted by the video gaming industry. <ref name=”4”>Petit, J. and Brémond, R. (2010). A high dynamic range rendering pipeline for interactive applications. The Visual Computer, 26: 533-542</ref> | In [[virtual reality]], High Dynamic Range is seen has an important development since it improves the images quality and, consequently, the user’s feeling of [[immersion]]. HDR has also been adopted by the video gaming industry. <ref name=”4”>Petit, J. and Brémond, R. (2010). A high dynamic range rendering pipeline for interactive applications. The Visual Computer, 26: 533-542</ref> | ||
== | ==High Dynamic Range Basics== | ||
Contrast is calculated by the difference between the brightest whites and darkest blacks of a display. This is measured in candelas per square meter (cd/m<sup>2</sup>) - a value called nits. Zero nits (completely black) is currently only possible on OLED displays, which completely turn off the pixels. Standard dynamic range (SDR) TVs produce 300 to 500 nits, while High Dynamic Range displays can reach thousands of nits. <ref name=”2”></ref> | Contrast is calculated by the difference between the brightest whites and darkest blacks of a display. This is measured in candelas per square meter (cd/m<sup>2</sup>) - a value called nits. Zero nits (completely black) is currently only possible on OLED displays, which completely turn off the pixels. Standard dynamic range (SDR) TVs produce 300 to 500 nits, while High Dynamic Range displays can reach thousands of nits. <ref name=”2”></ref> | ||
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Technicolor has partnered with Phillips to develop a new format compatible with SDR displays that the companies say “will simplify HDR deployments for distributors who will be able to send one signal to all of their customers, regardless of which TV they have.” <ref name=”2”></ref> | Technicolor has partnered with Phillips to develop a new format compatible with SDR displays that the companies say “will simplify HDR deployments for distributors who will be able to send one signal to all of their customers, regardless of which TV they have.” <ref name=”2”></ref> | ||
==Virtual Reality | ==Virtual Reality High Dynamic Range== | ||
An essential feature of virtual reality is the sense of immersion. There are several factors that contribute to an increase of it, and perceptual realism of the displayed images is one of the most important. <ref name=”4”></ref> | An essential feature of virtual reality is the sense of immersion. There are several factors that contribute to an increase of it, and perceptual realism of the displayed images is one of the most important. <ref name=”4”></ref> | ||
One way to achieve perceptual realism is to get physical realism which is not an easy task since it raises problems in terms of real-time computation and physical modeling. According to Petit and Brémond (2010), “true photorealism implies very accurate 3D models. Next, one must collect the photometric and colorimetric inputs (light source description, spectral representation, material texture, BRDF, etc.) needed for the illumination computation. Then, the full simulation of the scene illumination (either with radiosity or ray tracing methods) in large virtual environments is far from real time. And finally, one cannot avoid the technical limits of current display devices, which are not designed to display physical High Dynamic Range (HDR) luminance values but Low Dynamic Range (LDR) 8-bit images.” However, the virtual reality field has seen major developments since the release of Petit and Brémond’s paper, including research on specific procedures to capture and broadcast High Dynamic Range imagery. <ref name=”4”></ref> <ref name=”5”>Kolchesky, M. (2017). The world’s first virtual reality HDR Pipeline | One way to achieve perceptual realism is to get physical realism which is not an easy task since it raises problems in terms of real-time computation and physical modeling. According to Petit and Brémond (2010), “true photorealism implies very accurate 3D models. Next, one must collect the photometric and colorimetric inputs (light source description, spectral representation, material texture, BRDF, etc.) needed for the illumination computation. Then, the full simulation of the scene illumination (either with radiosity or ray tracing methods) in large virtual environments is far from real time. And finally, one cannot avoid the technical limits of current display devices, which are not designed to display physical High Dynamic Range (HDR) luminance values but Low Dynamic Range (LDR) 8-bit images.” However, the virtual reality field has seen major developments since the release of Petit and Brémond’s paper, including research on specific procedures to capture and broadcast High Dynamic Range imagery. <ref name=”4”></ref> <ref name=”5”>Kolchesky, M. (2017). The world’s first virtual reality HDR Pipeline - Vienna 2017. Retrieved from http://ivrpa.org/news/the-worlds-first-vr-hdr-pipeline-vienna-2017/</ref> | ||
Intel is one of the companies investing in this area, collaborating with DVMobile to create a pipeline for capturing and broadcasting 360-degree HDR videos. The objective is to take virtual reality and immersion to the next stage of development. <ref name=”5”></ref> | Intel is one of the companies investing in this area, collaborating with DVMobile to create a pipeline for capturing and broadcasting 360-degree HDR videos. The objective is to take virtual reality and immersion to the next stage of development. <ref name=”5”></ref> | ||
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==References== | ==References== | ||
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[[Category:Terms]] [[Category:Technical Terms]] |