HDR Overview
HDR Overview
Abstract
High dynamic range (HDR) images and video contain pixels, which can rep-
resent much greater range of colors and brightness levels than that offered by ex-
isting, standard dynamic range images. Such “better pixels” greatly improve the
overall quality of visual content, making it appear much more realistic and appeal-
ing to the audience. HDR is one of the key technologies of the future imaging
pipeline, which will change the way the digital visual content is represented and
manipulated.
This article offers a broad review of the HDR methods and technologies with
the introduction on fundamental concepts behind the perception of HDR imagery.
It serves both as an introduction to the subject and review of the current state-
of-the-art in HDR imaging. It covers the topics related capture of HDR content
with cameras and its generation with computer graphics methods; encoding and
compression of HDR images and video; tone-mapping for displaying HDR content
on standard dynamic range displays; inverse tone-mapping for up-scaling legacy
content for presentation on HDR displays; the display technologies offering HDR
range; and finally image and video quality metrics suitable for HDR content.
Contents
1 Introduction 3
1.1 Low vs. high dynamic range imaging . . . . . . . . . . . . . . . . . 3
1.2 Device- and scene-referred image representations . . . . . . . . . . . 5
1.3 HDRI: mature imaging technology . . . . . . . . . . . . . . . . . . . 5
1.4 HDR imaging pipeline . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 Fundamental concepts 8
2.1 Dynamic range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.2 The difference between LDR and HDR pixel values . . . . . . . . . . 10
2.3 Display models and gamma correction . . . . . . . . . . . . . . . . . 11
2.4 The logarithmic domain and the sensitivity to light . . . . . . . . . . 13
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5 Tone mapping 32
5.1 Intents of tone mapping . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.2 Algebra of tone mapping . . . . . . . . . . . . . . . . . . . . . . . . 33
5.3 Major approaches to tone mapping . . . . . . . . . . . . . . . . . . . 37
5.3.1 Illumination and reflectance separation . . . . . . . . . . . . 37
5.3.2 Forward visual model . . . . . . . . . . . . . . . . . . . . . 40
5.3.3 Forward and inverse visual models . . . . . . . . . . . . . . . 41
5.3.4 Constrained mapping problem . . . . . . . . . . . . . . . . . 42
5.4 Perceptual effects for the enhancement of tone-mapped images . . . . 44
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1 Introduction
High dynamic range imaging (HDRI) offers a radically new approach of representing
colors in digital images and video. Instead of using the range of colors produced by
a given display device, HDRI methods manipulate and store all colors and brightness
levels visible to the human eye. Since the visible range of colors is much larger than the
range achievable by cameras or displays (see Fig. 1), HDR color space is in principle a
superset of all color spaces used in traditional standard dynamic range imaging.
The goal of this article is a systematic survey of all elements of HDRI pipeline
from image/video acquisition, then storage and compression, to display and quality
evaluation. Before a detailed presentation of underlying technology and algorithmic
solutions, at first we discuss basic differences between HDR and standard imaging,
which is still predominantly in use (Sec. 1.1). This brings us naturally to the problem
of image representation, which in HDRI directly attempts to grasp possibly complete
information on depicted scenes, while in standard imaging it is explicitly tailored to
display capabilities at all processing stages (Sec. 1.2). Finally, we survey possible
application areas of HDRI technology in Sec. 1.3, and we overview the content of this
article in Sec. 1.4.
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2
LCD Display [2006] (0.5-500 cd/m )
2
CRT Display (1-100 cd/m )
-6 -4 4 6 8 10
10 10 0.01 1 100 10 10 10 10
2
Luminance [cd/m ]
Figure 1: Left: the transparent solid represents the entire color gamut visible to the
human eye. The solid tapers towards the bottom as color perception degrades at lower
luminance levels. For comparison, the red solid inside represents a standard sRGB
(Rec. 709) color gamut, which is produced by a good quality display. Right: real-world
luminance values compared with the range of luminance that can be displayed on CRT
and LDR monitors. Most digital content is stored in a format that at most preserves
the dynamic range of typical displays. (Reproduced with permission from [108] c
Morgan & Claypool Publishers.)
cues that are not achievable with traditional imaging. HDRI can represent images of
luminance range fully covering the scotopic, mesopic and photopic vision, which leads
to different perception of colors, including the loss of color vision in dim conditions.
For example, due to the so-called Hunt’s effect we tend to regard objects more colorful
when they are brightly illuminated. To render enhanced colorfulness properly, digital
images must preserve information about the actual level of luminance of the original
scene, which is not possible in the case of traditional imaging.
Real-world scenes are not only brighter and more colorful than their digital re-
productions, but also contain much higher contrast, both local between neighboring
objects, and global between distant objects. The visual system has evolved to cope
with such high contrast and its presence in a scene evokes important perceptual cues.
Traditional imaging, unlike HDRI, is not able to represent such high-contrast scenes.
Similarly, traditional images can hardly represent common visual phenomena, such
as self-luminous surfaces (sun, shining lamps) and bright specular highlights. They
also do not contain enough information to reproduce visual glare (brightening of the
areas surrounding shining objects) and a short-time dazzle due to sudden increase of
the brightness of a scene (e.g., when exposed to the sunlight after staying indoors). To
faithfully represent, store and then reproduce all these effects, the original scene must
be stored and treated using high fidelity HDR techniques.
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Figure 2: The advantages of HDR compared to LDR from the application point of view.
The quality of the LDR image have been reduced on purpose to illustrate potential
differences between the HDR and LDR visual contents as seen on an HDR display. The
given numbers serve as an example and are not meant to be a precise reference. For the
dynamic range definitions, sych as dB, refer to Table 1. Figure adapted from [108].
day virtually all video game engines perform rendering using HDR precision to deliver
more believable and appealing virtual reality imagery. Computer generated imagery
used in special effect production relies on HDR techniques to achieve the best match
between synthetic and real-world scenes, which are often captured with professional
video HDR cameras. Advertising in the automotive industry, which is committed to
avoid premature release of the car look that still should be presented in an attractive,
possibly difficult to access scenography, relies on rendered computer graphics cars.
The rendered cars are composited into HDR photographs and videos, while captured
at the same spot HDR spherical environment maps enable the realistic simulation of
car illumination due to the precise radiometric information. Lower-end HDR cameras
are often mounted in cars to improve the safety of driving and parking maneuvers in
all lighting conditions. HDR video is also required in all applications in which cap-
turing temporal aspects of changes in the scene is required with high accuracy such as
monitoring of some industrial processes including welding, or surveillance systems, to
name just a few possible applications.
Consumer-level cameras commonly offer an HDR mode of shooting images, which
reduces the problem of under- and over-exposure, where deeply saturated image re-
gions in the LDR photography are now filled with lively textures and other scene de-
tails. For more demanding camera users, who do not want to rely on the black box on-
camera HDR processing, a number of software tools are available that enable blending
of multiple differently exposed images of the same scene into an HDR image with the
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full control of this process. The same software tools typically offer a full suite of HDR
image editing tools and well as tone mapping solutions to reduce the dynamic range in
an HDR image and make it displayable on existing displays. All those developments
make the HDR photography really popular as confirmed by over 3 millions uploaded
photographs that are tagged as HDR on Flickr.
On the display side, all key vendors experiment with local dimming technology
with a grid of LEDs as the backlight device, which significantly enhances the dynamic
range offered by those displays. The full-fledged HDR displays with even higher den-
sity of high luminous power LEDs, which in some cases requires active liquid-based
cooling systems, are available for high-end consumers as well as for professional users.
In the latter case dedicated HDR displays can emulate all existing LDR displays due to
their superior contrast range and color gamut, which greatly simplifies video material
postproduction and color grading, so that the appearance of the final distribution-ready
video version looks optimally on all display technologies. Dual-modulation technology
is also used in the context of large HDR projection systems in digital cinema applica-
tions, and inexpensive pico-projectors enable their local overlap on the screen, which
after careful calibration leads to contrast enhancement as well.
Besides its significant impact on existing imaging technologies that we can observe
today, HDRI radically changes the methods by which imaging data is processed, dis-
played and stored in several fields of science. Computer vision algorithms and image-
based rendering techniques greatly benefit from the increased precision of HDR im-
ages, which do not have over- or under-exposed regions often causing the algorithm
failure. Medical imaging has developed image formats (e.g. the DICOM format) that
partly cope with the shortcomings of traditional images, however they are supported
only by specialized hardware and software. HDRI gives the sufficient precision for
medical imaging and therefore its capture, processing and rendering techniques is used
also in this field. HDR techniques also find applications in astronomical imaging, re-
mote sensing, industrial design, scientific visualization, forensics at crime spots, arti-
fact digitization and appearance capture in cultural heritage and internet shopping.
The maturity of HDRI technologies is confirmed by ongoing standardization efforts
for HDR JPEG and MPEG. The research literature is also immense and summarized in
a number of textbooks [10, 57, 101, 108, 128]. Multiple guides for photographers and
CG artists have been released as well [18]. An interesting account of historical devel-
opments on dynamic range expansion in the art, traditional photography, and electronic
imaging has been presented in [97, 101].
All these exciting developments in HDRI may suggest that the transition of LDR
imaging pipelines into their full-fledged HDR versions is a revolutionary step that can
be compared to the quantum leap from black&white to color imaging [18]. Obviously,
during the transition time some elements of imaging pipeline may still rely on tradi-
tional LDR technology. This will require backward compatibility of HDR formats to
enable their use on LDR output devices such as printers, displays, and projectors. For
some of such devices the format extensions to HDR should be transparent, and standard
display-referred content should be directly accessible. However, more advanced LDR
devices may take advantage of HDR information by adjusting scene-referred content to
their technical capabilities through customized tone reproduction. Finally, the legacy
images and video should be upgraded when displayed on HDR devices, so that the
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best possible image quality is achieved (the so-called inverse tone mapping). In this
work we address all these important issues and we structure our text following the key
elements of HDRI pipeline, which we briefly introduce in the following section.
Figure 3: Imaging pipeline and available HDR technologies. (Reproduced with per-
mission from [108] c Morgan & Claypool Publishers.)
2 Fundamental concepts
This section introduces some fundamental concepts and definitions commonly used in
high dynamic range imaging. When discussing the algorithms and methods in the fol-
lowing sections, we will refer to these concepts. First, several definitions of a dynamic
range are reviewed. Then, the differences between LDR and HDR pixels are explained.
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Table 1: Measures of dynamic range and their context of application. The example
column illustrates the same dynamic range expressed in different units (adapted from
[108]).
This is followed by the description of a display model, which explains the relation be-
tween LDR pixel values and the light emitted by a display. Finally, the last section
describes the relation between luminance in the logarithmic domain and the sensitivity
of the human visual system.
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The signal to noise ratio (SNR) is most often used to express the dynamic range of
a digital camera. In this context, it is usually measured as the ratio of the intensity that
starts to saturate the image sensor to the minimum intensity that can be observed above
the noise level of the sensor. It is expressed in decibels [dB] using 20 times base-10
logarithm.
The physical range of luminance, captured by the above measures, does not neces-
sarily correspond the perceived magnitude of the dynamic range. This is because our
contrast sensitivity is significantly reduced for lower luminance levels, such as those
we find at night or in a dim cinema. For that reasons, it has been proposed to use the
number of just-noticeable contrast differences (JNDs) that a given display is capable
of producing as a more relevant measure of the dynamic range [167]. The concept of
JNDs will be discussed in more details in Section 2.4.
The actual procedure to measure dynamic range is not well defined and therefore
the reported numbers may vary. For instance, display manufacturers often measure the
white level and the black level with a separate set of display parameters that are fine-
tuned to achieve the highest possible number which is obviously overestimated and
no displayed image can show such a contrast. On the other hand, HDR images often
have very few light or dark pixels. An image can be low-pass filtered before the actual
dynamic range measure is taken to assure reliable estimation. Such filtering averages
the minimum luminance thus gives a reliable noise floor, and smoothes single pixels
with very high luminance thus gives a reasonable maximum amplitude estimate. Such
a measurement is more stable compared to the non-blurred maximum and minimum
luminance.
Perceivable dynamic range One important and often disputed aspect is the dynamic
range that can be perceived by the human eye. The light scattering on the optic of the
eye can effectively reduce the maximum luminance contrast that can be projected onto
to retina to 2–3 log-10 units [98, 100]. However, since the eye is in fact a highly active
sensor, which can rapidly change the gaze and locally adapt, people are believed to be
able to perceive simultaneously the scenes of 4 or even more log-10 units of dynamic
range [128, Sec. 6.2]. The effective perceivable dynamic range will vary significantly
from scene to scene, it is, therefore, impossible to provide a single number. However,
it has been shown in multiple studies that people prefer images of the dynamic range
higher than 100:1 or 1000:1 when presented on a HDR display [28,76,180]. Therefore,
it can be stated with high confidence that we can perceive and appreciate the scenes of
higher contrast than 1000:1. It must be noted, however, that the actual appreciable dy-
namic range will depend on the peak brightness of a scene (or a display). For example,
OLED displays offer very high dynamic range, but since their peak brightness is lim-
ited, most of that range lies in low-luminance range, in which our ability to distinguish
colors is severely limited.
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are in general linearly related to luminance, which is the photometric quantity that
describes the perceived intensity of the light per surface area regardless of its color. The
HDR pixel values are hardly ever strictly equal to luminance because the cameras used
to capture HDR images have different spectral sensitivity than the luminous efficiency
function of the human eye (used in the definition of luminance). However, HDR pixels
values are good approximation of photometric quantities. Some sources report the
deviation from the photometric measurements in the range from 10% for achromatic
surfaces (gray) to 30% for colored objects [177].
If three color channels are considered, each color component in an HDR image
is sometimes called radiance. This is not strictly correct because the physical defini-
tion of radiance assumes that the light is integrated over all wavelengths, while in fact
red, green and blue HDR pixel values have their spectral characteristic restricted by
the spectral sensitivities of a camera system. HDR pixel values are also not related
to spectral radiance, which describes a single wavelength of light. The most accu-
rate term describing the quantities that are stored in HDR pixels is trichromatic color
values. This term is commonly used in color literature.
Pixel values in LDR images are non-linearly related to photometric or colorimetric
values. Therefore, the term luminance cannot be used to describe the perceived light
intensity in LDR images. Instead, the term luma is used to denote the counterpart of
luminance in LDR images. In case of displays, the relation between luminance and
luma is described by a display model, which is discussed in the next section.
where L is luminance and V is LDR luma, which is expected to be in the range 0–1
(as opposed to 0–255). L peak is the peak luminance of the display in a completely dark
room, Lblack is the luminance emitted for the black pixels (black level), and Lre f l is the
ambient light that is reflected from the surface of a display. γ is the gamma-correction
parameter that controls non-linearity of a display, which is close to 2.2 for computer
monitors, but is often higher for television displays. For LCD displays Lblack varies
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in the range from 0.1 to 1 cd/m2 depending on the display brightness and the contrast
of an LCD panel. Lre f l depends on the ambient light in an environment and can be
approximated in the case of non-glossy screens1 with:
k
Lre f l = Eamb , (2)
2π
where Eamb is the ambient illuminance in lux and k is the reflectivity for a display panel.
The reflectivity is below 1% for modern LCD displays and can be larger for CRT and
Plasma displays. The inverse of that model takes the form:
(1/γ)
(L − Lblack − Lre f l )
V= , (3)
L peak − Lblack
where the square brackets are used to denote clamping values to the range 0–1. Similar
display models are used for color images, with the difference that a color-transformation
matrix is used to transform from CIE XYZ to linear RGB values of a display.
1000 1000
100 100
Luminance (L) [cd/m2]
10 10
100
Luminance (L) [cd/m2]
100
10
Figure 4: The relation between pixel values (V ) and emitted light (L) for several dis-
plays, as predicted by the model from Eq. 1. The corresponding plots show the varia-
tion in ambient light, gamma, black level and peak luminance in the row-by-row order.
The DR values in parenthesis is the display dynamic range as log-10 contrast ratio. The
parameters not listed in the legend are as follows: L peak =200 cd/m2 , Lblack =0.5 cd/m2 ,
γ=2.2, Eamb = 50 lux, k = 1%.
1 Note
R 2π R π/2
that E = 0 0 L(φ, ω) cosφ dφ dω = 2 π L, for constant L(φ, ω) = L.
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Fig. 4 gives several examples of displays modelled by Eq. 1. Note that ambient light
can strongly reduce the effective dynamic range of the display (top-left plot). “Gamma”
has no impact on the effective dynamic range, but its higher value will increase image
contrast and make it appear darker (top-right plot). Lowering the black level increases
effective dynamic range to a certain level, then has no effect (bottom-left). This is
because the black in most situations will be “polluted” by ambient light reflected from
the screen. Brighter display can offer higher dynamic range, provided that the black
level of a display remains the same (bottom-right).
The display models above can be used for a basic colorimetric or photometric cal-
ibration but they do not account for many other factors that affect the colors of dis-
played images. For example, the black level of a display is elevated by the luminance
of neighboring pixels due to the display’s internal glare. Also, the light emitted by a
plasma display varies with image content, so that a small “white” patch shown on a
dark surround will have much higher luminance than the same patch shown on a large
bright-gray background. The models given above, however, account for most major
effects and are relatively accurate for the LCD displays, which is the dominant display
technology at the moment.
sRGB color space The sRGB is a standard color space used to specify colors shown
on computer monitors and many other display devices and it is used widely across
the industry. The sRGB specification describes the relation between LDR pixel values
and color emitted by the display in terms of luminance and CIE XYZ trichromatic
color values. The major difference between the sRGB color space and the display
model discussed in the previous section is that the former does not contain black-level
components (RGBblack and RGBre f l ), implying that the display luminance can be as
low as 0 cd/m2 . Obviously, no physical display can prevent light from being reflected
from it, and almost all displays emit light even for the darkest pixels. In this sense, the
sRGB color space is not a faithful model of a color display for low pixel values. This
is especially important in the context of HDR imagery, where the differences between
0.01 and 0.001 cd/m2 are often perceivable and should be preserved. One advantage
of omitting the black level component is that when an image contains pixels equal to
0, this tells the display that the pixel should be as black as possible, regardless of the
black level and contrast of the actual device. For LDR devices it is a desirable behavior,
however, it can produce contouring artifacts on the displays that support much higher
dynamic range.
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Figure 5: The construction of the mapping from luminance into JND-scaled response.
The mapping function (orange line) is formed by joining the nodes.
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Then, the mapping function is formed by the set of points (Lt , Rt ), as visually illus-
trated in Fig. 5. However, the response function can also be derived analytically to
give a closed-form solution. Our assumption in Eq. 6 is equivalent to stating that the
slope (derivative) of the response function R(L) is equal to 1/∆L, which means that the
response increases by one if the luminance increases by ∆L:
dR(L) 1
= . (9)
dL ∆L
Given the derivative, we can find the response function by integration
1
Z
R(L) = dL. (10)
∆L
If we introduce the Weber fraction from Eq. 5 instead of ∆L, we get
1 1
Z
R(L) = dL = ln(L) + k1 , (11)
kL k
where k1 is an arbitrary offset of the response, which is usually selected so that the
response R for the smallest detectable amount of luminance Lmin is equal 0 (R(Lmin ) =
0). Even though a natural logarithm was used in this derivation, the base 10 logarithm is
more commonly used as it provides more intuitive interpretation of the data and differs
from the natural logarithm only by the constant k.
The important consequence of the above considerations is that luminance values
should be always visualized on the logarithmic scale. Linear values of luminance have
little relation to visual perception and thus the interpretation of the data is heavily
distorted. Therefore, in the remainder of this text, the luminance will be always repre-
sented on plots in logarithmic units.
Weber law revised The derivation above shows how the logarithmic function is a
hypothetical response of the visual system to light given the Weber law. Modern vi-
sion research acknowledges the fact that the Weber law in fact does not hold for all
conditions and the Weber fraction k changes with background luminance, spatial fre-
quency of the signal and several other parameters. One simple improvement to that
hypothetical response function is to allow the constant k vary with the background lu-
minance based on the contrast sensitivity models [89,92]. With varying Weber fraction,
the response function is no longer a straight line on the log-linear plot and its slope is
strongly reduced for low luminance levels, as shown in Fig. 6 (red, solid line). This is
because the eye is much less sensitive at low luminance levels and much higher contrast
is needed to detect a just noticeable difference.
The procedure outlined in the previous section is very generic and can be used with
any visual model, including threshold versus intensity or contrast sensitivity functions
[14]. To get a JND space for an arbitrary visual model, it is sufficient to replace ∆L
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2000
Hyphotetical luminance response
1800
Brightness function (L1/3)
1600
1400
1200
Response
1000
800
600
400
200
−5 −4 −3 −2 −1 0 1 2 3 4
Luminance [log10 cd/m2]
Figure 6: A hypothetical response of the visual system to light derived from the thresh-
old measurements compared with the Stevens’ brightness function. The brightness
function is arbitrarily scaled for better comparison.
in Eq. 10. The technique is very useful and found many applications, including the
DICOM gray-scale function [34] used in medical monitors, quality metrics for HDR
[7], and a color space for image and video coding [89, 92, 105]. The latter is discussed
in more detail in Sec. 4.1.
Stevens law and the power function All the considerations above assume that the
measurements of the smallest luminance differences visible to the eye (detection thresh-
olds) have a direct relation to the overall perception of light. This assumption is hard to
defend as the thresholds are measured and valid only for very small contrast values, for
which the visual system struggles to detect a signal. Such thresholds may be irrelevant
for contrast that is much above the detection threshold. As the contrast we see in ev-
eryday life is mostly above the detection threshold, the finding for threshold-conditions
may not generalize to normal viewing.
In their classical work Stevens and Stevens [147] revisited the problem of finding
the relation between the luminance and perceived magnitude (brightness). Instead of
Weber’s threshold experiments, they used magnitude estimation method in which the
observers rated brightness of the stimuli on the numerical scale 0–10. These experi-
ments revealed that the brightness is related to luminance by the power function, with
the exponent approximately equal to 1/3 (though the exponent varies with the con-
ditions). This finding was in contrast to the logarithmic response resulting from the
Weber law and, therefore, it questioned whether the considerations of the thresholds
have any relevance to the luminance perception.
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Figure 7: Atrium of the University of Aizu: (left) rendered image, and (right)
HDR photograph. Refer also to the accompanying web page http://www.mpi-
inf.mpg.de/resources/atrium/. (Reproduced with permission from [108]
c Morgan & Claypool Publishers.)
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of JPEG images because sending uncompressed video would exceed the bandwidth
offered by the USB-2 interface. Those cameras essentially perform tone-mapping to
transform linear response of the CCD or CMOS sensor into gamma-corrected pixel
values. Both tone-mapping and JPEG compression introduce distortions and reduce
the dynamic range of the captured images.
However, more expensive cameras, in particular DSLR cameras, offer an option
to capture so-called RAW images, which contain the snapshot of values registered
by a sensor. Such images can be processed (tone-mapped) on a PC rather than in
the camera. As such, they typically offer higher dynamic range than one that can
be reconstructed from a single JPEG image. The dynamic range gain is especially
substantial for larger sensor sizes, which offer higher photon capacity and effectively
capture higher dynamic range. In that respect, RAW images can be considered as
images of extended (or intermediate) dynamic range.
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t3
t2
t1
HDR
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same irradiance so that they can use a Markov random field prior to the reconstruction
of irradiance from pixels that are likely to correspond to the same static scene object.
A recent survey on deghosting algorithms in the context of HDR reconstruction can be
found in [145].
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directly in front of the sensor chip. As the result of merging those four exposures a
dynamic range of about 85dB for an 8-bit sensor can be achieved.
An alternative implementation of spatial exposure change, Adaptive Dynamic Range
Imaging (ADRI), utilizes an adaptive optical density mask instead of a fixed pattern el-
ement [110, 111]. Such a mask adjusts its optical density per pixel informed by a feed-
back mechanism from the image sensor. Saturated pixels increase the density of cor-
responding pixels in the mask, and noisy pixels decrease such density. The feedback,
however, introduces a delay which can appear as temporal over- or under-exposure of
moving high contrast edges.
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Minifloat: 16-bit floating point numbers Graphics cards from nVidia and AMD
can use a compact representation for floating point numbers, known as half-precision
float, fp16 or S5E10. The code-name S5E10 indicates that the floating point number
consist of one bit of sign, 5-bit exponent, and 10-bit mantissa, as shown in Fig. 9.
Such 16-bit floating point representation is used in the OpenEXR image format (see
Sec. 4.2).
0 15
Red
0 15
Green
0 15
Blue
Sign Exponent Mantissa
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The half-precision float offers flexibility of the floating point numbers at the half
storage cost of the typical 32-bit floating point format. Floating point numbers are well
suited for encoding linear luminance and radiance values, as they can easily encom-
pass large dynamic ranges. One caveat of the half-precision float format is that it can
represent numbers up to the maximum value 65,504, which is less than for instance lu-
minance of bright light sources. For this reason, the HDR images containing absolute
luminance or radiance units often need to be scaled down by a constant factor before
storing them in the half-precision float format.
RGBE: Common exponent The RGBE pixel encoding is used in the Radiance file
format, which will be discussed in Sec. 4.2. The RGBE pixel encoding represents col-
ors using four bytes: the first three bytes encode red, green and blue color channels,
and the last byte is a common exponent for all channels (see Fig. 10). RGBE is es-
sentially a custom floating point representation of pixel values, which uses 8 bits to
represent exponent and another 8 bits to represent mantissa (8E8). RGBE encoding
takes advantage of the fact that all color channels are strongly correlated in the RGB
color spaces and their values are at least of the same order of magnitude. Therefore,
there is no need to store a separate exponent for each color channel.
0 8 16 24 31
Figure 10: 32-bit per pixel RGBE encoding. (Reproduced with permission from [108]
c Morgan & Claypool Publishers.)
The conversion from (R, G, B, E) bytes to red, green and blue trichromatic color
values (r, g, b) is done using the formulas:
(R, G, B) + 0.5 E −128 exposure
2 6 0
if E =
(r, g, b) = 256 Ew (12)
(0, 0, 0) if E = 0
where exposure parameter (one for the entire image) can be used to adjust absolute
values and Ew is the efficacy of the white constant equal to 179. Both these terms are
used in the Radiance file format but are often omitted in other implementations.
The inverse transformation is given by:
dlog2 (max{r, g, b}) + 128e if (r, g, b) 6= 0
E=
0 if (r, g, b) = 0
(13)
256 (r, g, b)
(R, G, B) =
2E −128
where d·e denotes rounding up to the nearest integer and b·c rounding down to the
nearest integer.
The limitation of the RGBE encoding is that it cannot represent highly saturated
colours outside Rec.709 (sRGB) colour gamut. When such highly saturated colors
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are converted to the RGB color space, one or more of their color components become
negative. And since RGBE format cannot represented negative values, some color
information is lost. As a solution to this problem, the Radiance format can also encode
pixels in the CIE XYZ color space using XYZE encoding. Such encoding is analogous
to RGBE, except that CIE XYZ color primaries are used.
0 1 16 24 31
Figure 11: 32-bit per pixel LogLuv encoding. (Reproduced with permission from [108]
c Morgan & Claypool Publishers.)
The LogLuv pixel encoding [170] requires only integer numbers to encode the full
range of luminance and color gamut that is visible to the human eye. It is an optional
encoding in the TIFF library. This encoding benefits from the fact that the human eye
is not equally sensitive to all luminance levels. In the dark we can see a luminance
difference of a fraction of 1 cd/m2 , while in the sunlight we need a difference of tens of
cd/m2 to see a difference. This effect is often called luminance masking. But if, instead
of luminance, a logarithm of luminance is considered, the detectable threshold values
do not vary so much and a constant value can be a plausible approximation of the visible
threshold. Therefore, if a logarithm of luminance is encoded using integer numbers,
quantization errors roughly correspond to the visibility thresholds of the human visual
system, which is a desirable property for pixel encoding.
The 32-bit LogLuv encoding uses two bytes to encode luminance and another two
bytes to represent chrominance (see Fig. 11). Chrominance is encoded using the CIE
1976 Uniform Chromacity Scales u0 v0 :
4X 9Y
u0 = X+15Y +3Z v0 = X+15Y +3Z (14)
Note that the u0 and v0 chromaticities are used rather than u∗ and v∗ of the L∗ u∗ v∗ color
space. Although u∗ and v∗ give better perceptual uniformity and predict loss of color
sensitivity at low light, they are strongly correlated with luminance. Such correlation
is undesired in image or video compression. Besides, the u∗ and v∗ chromatices could
reach high values for high luminance, which would be difficult to encode using only
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
eight bits. It is also important to note that the CIE 1976 Uniform Chromacity Scales
are only approximately perceptually uniform, and in fact the 8-bit encoding given in
Eq. 15 may lead to just visible quantization errors, especially for blue and pink hues.
However, such artifacts should be hardly noticeable in complex images.
The LogLuv encoding has a variant which uses only 24 bits per pixel and still offers
sufficient precision. However, this format can be ineffective to compress using arith-
metic coding, due to discontinuities resulting from encoding two chrominance channels
with a single lookup value.
JND steps: Perceptually uniform encoding LDR pixel values have a desirable
property that their values are approximately linearly related to perceived brightness
of that pixels. Because of that, LDR pixel values are also well suited for image en-
coding since the distortions caused by image compression have the same visual impact
across the whole scale of signal values. HDR pixel values lack such a property and,
therefore, when the same magnitude of distortion is introduced in low-luminance and
high-luminance image regions, the artefacts are more visible the low-luminance re-
gions. The problem is alleviated if the logarithm of luminance is encoded instead of
luminance, such as in the LogLuv encoding discussed above. But the logarithmic en-
coding does not completely solve the problem as the logarithm is not an accurate model
of the human visual sensitivity to light (refer to Sec. 2.4). For that reason, several en-
codings were proposed that employ more accurate models of eye sensitivity to light
changes [89, 92, 105].
Figure 12: 28-bit per pixel JND encoding. (Reproduced with permission from [108]
c Morgan & Claypool Publishers.)
The derivation of such perceptually uniform encoding is essentially the same as the
derivation of the response of the visual system to light, described in Sec. 2.4 (Eq. 10).
The resulting function maps physical luminance (in cd/m2 ) into the units related to
the just-noticeable-differences (JNDs). The first such encoding in the context of HDR
compression was proposed in [92], where the threshold vs. intensity function (t.v.i.)
was used to determine the smallest noticeable difference in luminance across the lu-
minance range. The paper showed that 10–12 bits are sufficient to encode the range
of luminance from 10−4 to 108 cd/m2 . Similarly as in the LogLuv encoding, u0 and v0
chroma coordinates were used to encode color, resulting in 28-bit per color encoding,
as shown in Fig. 12. The follow-up paper [89] replaced the t.v.i. function with a more
modern model of the contrast sensitivity (CSF) from the VDP [26]. Recently, a very
similar idea was proposed in the context of encoding HDR images to the Society of
Motion Picture & Television Engineers [105] using Barten’s CSF [13]. The compari-
son of those recent encodings is shown in Fig. 13. Note that the perceptual encoding
curves lies between the logarithmic encoding and the Gamma 2.2 encoding.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
4000 Logarithmic
HDR−VDP−pu
3500 SMTPE−pu
DICOM
3000 Gamma 2.2
Encoded value
2500
2000
1500
1000
500
0
0.01 0.1 1 10 100 1000 10000
Luminance [cd/m2]
Figure 13: Functions mapping physical luminance into encoded 12-bit luma values.
Logarithmic – is the logarithm of luminance; HDR-VDP-pu is the perceptual uniform
color space derived from HDR-VDP-2 CSF [91]; SMTPE-pu – is the perceptually
uniform encoding derived from Barten’s CSF; DICOM is the DICOM gray-scale func-
tion, also derived from Barten’s CSF but using different parameters; “Gamma 2.2” is
the typical gamma encoding used for LDR images, but extended to the range 0.005 to
10 000 cd/m2 .
10
Logarithmic
HDR−VDP−pu
1 SMTPE−pu
DICOM
Quantization error (∆L/L)
Gamma 2.2
Float16 (*)
0.1
RGBE (*)
0.01
0.001
0.0001
0.01 0.1 1 10 100 1000 10000
Luminance [cd/m2]
Figure 14: Comparison of the maximum quantization errors for different luminance
to luma encodings. The labels are the same as in Fig. 13. The plot also shows the
quantization error for two floating point encodings (marked with *): 16-bit float and
RGBE, discussed in Sec. 4.1. Note that more bits are used to encode both floating point
formats (16 vs. 12 for other encodings).
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
One difficulty that arises from the JND luminance encoding is that the luminance
must be given in absolute units of cd/m2 of the image that will be eventually shown on
a display. This is necessary since the performance of the human visual system (HVS)
is affected by the absolute luminance levels and the contrast detection thresholds are
significantly higher for low light conditions.
Quantization errors All discussed encoding attempt to balance the capability of en-
coding higher dynamic range with the precision at which such a range is encoded. If
the precision is too low, the encoding results in quantization errors, which reveal them-
selves as banding (contouring) in images, especially in the areas of smooth gradients.
The precision of each encoding is best analyzed on the luminance vs. quantization er-
ror plot, shown in Fig. 14. Here, the y-axis shows what is the maximum quantization
error due to the encoding as a Weber-ratio, which, as discussed Sec. 2.4, is a first-order
approximation of the eye-sensitivity to light. Note that the logarithmic and floating
point encodings have approximately uniform maximum quantization error across all
visible luminance values. The edgy shape of both RGBE and 16-bit half encodings is
caused by rounding of the mantissa. Gamma 2.2 encoding provides very high precision
at high luminance levels, but results in excessive errors in low luminance. The DICOM
gray-scale function [34], used in medical display applications, relies on the earlier ver-
sion of the Barten’s CSF model and results in large fluctuations of the error as well
as excessive error at very low luminance values. The perceptually uniform encodings
(-pu in the labels) vary the maximum quantization error across the range to mimic loss
of sensitivity in the HVS for low light levels. This not only makes better use of the
available range of luma values, but also reduces invisible noise in very dark scenes,
which would otherwise be encoded. Such noise reduction can significantly improve
image or video compression.
Radiance’s HDR format One of the first HDR image formats, which gained much
popularity, was introduced in 1989 into the Radiance rendering package2 . Therefore,
it is known as the Radiance picture format and can be recognized by the file extensions
.hdr or .pic. The file consist of a short text header, followed by run-length encoded pix-
els. Pixels are encoded using the XYZE or RGBE pixel formats, discussed in Sec. 4.1.
The difference between both formats is that the RGBE uses red, green and blue pri-
maries, while the XYZE uses the CIE 1931 XYZ primaries. As a result, the XYZE
format can encode the full visible color gamut, while the RGBE is limited to the chro-
maticities that lie within the triangle formed by the red, green and blue color primaries
2 Radiance is an open source light simulation and realistic rendering package. Home page: http://
radsite.lbl.gov/radiance/
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
of the Rec. 709 color gamut. For more details on this format, the reader should refer
to [165] and [128, Sec. 3.3.1].
• Support for 16-bit floating-point, 32-bit floating-point, and 32-bit integer pixels.
• Multiple lossless and lossy image compression algorithms. The included codecs
can achieve 2:1 lossless compression ratios on images with film grain.
• Extensibility. New compression codecs and image types can easily be added by
extending the C++ classes included in the OpenEXR software distribution.
Although the OpenEXR file format offers several data types to encode channels,
color data is usually encoded with 16-bit floating point numbers, known as half-precision
floating point, discussed in Sec. 4.1.
Figure 15: Encoding HDR image or video content using standard high-bit-depth
codecs, such as JPEG2000, JPEG XR or selected profiles of H.264. The HDR pixels
need to be encoded into one luma and two chroma channels to ensure good decorrela-
tion of color channels and perceptual uniformity of the encoded values. The standard
compression can be optionally extended to provide better coding for sharp-contrast
edges.
HDR images and video can be stored not only in custom file formats, such as those
discussed in Sec. 4.2, but also in any standard compression format that supports higher
bit-depths. Many recent image and video compression standards have an optional sup-
port for higher bit-depths, making them easy to extend to HDR content. For example,
the high-quality content profiles introduced in the MPEG4-AVC/H.264 video coding
standard allow to encode up to 14-bits per color channel [149], while JPEG2000 stan-
dard supports up to 16 bits. Higher bit-depths of up to 16 or even 32 bits are also
supported in the recent JPEG XR image compression standard. Such bit-depths are
more than sufficient for HDR applications.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
The extension of the existing standards to support HDR is illustrated in Fig. 15. In
order to use the existing compression for HDR, pixels need to be first encoded using
one of the pixel encodings discussed in Sec. 4.1. This not only reduces the num-
ber of required bits, but also improves perceptual uniformity of introduced distortions.
Perceptually-uniform encodings provide the best performance [89, 92, 105], but loga-
rithmic [114] and floating point coding is used as well.
One difficulty of encoding HDR images, and in particular images generated by
computer graphics methods, is caused by very sharp contrast edges. Since almost all
modern compression algorithms employ a frequency transform, such as Discreet Co-
sine Transform, the sharp contrast edges result in high values of frequency coefficients.
When such coefficients are quantized, the decoded images often reveal ringing artefacts
near the edges. This can be alleviated by encoding sharp-contrast edges in each 8×8
block separately from the rest of the signal. An algorithm for such hybrid encoding can
be found in [93].
Figure 16: Typical encoding scheme for backward-compatible HDR compression. The
darker brown boxes indicate standard (usually 8-bit) image of video codec, such as
H.264 or JPEG.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
compensates for the resolution reduction introduced at the later stages of the encod-
ing. Mai et al. [83] derived a formula for an optimum tone-curve, which minimizes
compression distortions and improves compression performance. The drawback of
such compression-driven tone-mapping operators is that they introduce changes to the
backward-compatible portion of the video, which is not acceptable in many applica-
tions.
The LDR frames are encoded using standard codec, such as JPEG or H.264 (see
step 2 in the diagram) to produce a back-ward compatible stream. In order to use this
stream for prediction of HDR stream, it is necessary to decode those frames (step 3),
which can be done efficiently within the codec itself. Then, both LDR and HDR frames
need to be transformed into a color space that would bring LDR and HDR color values
into the same domain and make them comparable and easy to decorrelate (steps 4 and
5). Most of the pixel encodings discussed in Sec. 4.1 can be used for that purpose.
For example HDR-MPEG method [90] employs perceptually uniform coding. This
step, however, may not be sufficient to eliminate all redundancies between LDR and
HDR streams, as they could be related in complex and non-linear manner. For that
purpose, some encoding schemes find an optimal predictor function (step 6), which
can be used to predict HDR pixel values based on LDR pixel values (step 7). Such
a predictor could be a single tone-curve provided for the entire image [90, 176] or a
simple linear function, but computed separately for each macro-block [138]. In the
next step (8), the prediction from such a function is subtracted from the HDR frame to
compute a residual that needs to be encoded. Some methods, such as JPEG-HDR [168],
use division instead of subtraction. These methods, however, do not encode HDR pixel
values (step 4). If the HDR values were encoded in the logarithmic domain, the division
would be replaced by subtraction.
The resulting residual image may contain a substantial amount of noise, which
is expensive to encode. For that reason, some methods employ a filtering step (9),
which could be as simple as low-pass filtering and reducing resolution [168], or as
complex as modeling the visibility of the noise in the visual system and removing
invisible noise [90]. While reducing residual image resolution greatly reduces noise
and improves encoding efficiently, it also removes some sharp contrast details. To
prevent such loss, HDR-JPEG method offers two correction methods: enhancing edges
in a tone mapped image (so called pre-correction) and synthesizing high frequencies in
the ratio image during up-sampling (so called post-correction) [168,169]. The residual
frame can also be encoded at full resolution but selectively filtered to remove only the
noise and the details that are invisible [90]. A visual comparison of both approaches is
shown in Fig. 17.
Finally, the filtered frame is encoded to produce an HDR residual stream (step 10).
Although the encoding of the residual stream is mostly independent from the LDR
stream, it is possible to reuse the motion vectors stored in the LDR stream and thus
reduce both storage overhead and the computing required to find motion vectors for
the residual.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Figure 17: Residual frame before (left) and after (center) filtering invisible noise. Such
filtering removes invisible information, while leaving important high frequency details
that are lost if ordinary low-pass filtering (downsampling) is used (right). Green color
denotes negative and gray positive values. (The Memorial Church image courtesy of
Paul Debevec. Reproduced with permission from [108] c Morgan & Claypool Pub-
lishers.)
5 Tone mapping
Tone mapping is the process of rendering scenes of high contrast and potentially wide
color gamut on a destination medium of limited contrast and color reproduction. Typi-
cally it involves transforming high dynamic range images (or animation frames), repre-
senting scene radiance or luminance, into pixel values that can be shown on a computer
display. However, there is a huge variety of goals that tone-mapping algorithms try to
achieve, methods they employ, and applications they address, which will be discussed
in this section.
• Visual system simulators (VSS) — they simulate the limitations and properties
of the visual system. For example, a tone mapping operator (TMO) can add
glare, simulate the limitations of human night vision, or reduce colorfulness and
contrast in dark scene regions. Another example is the adjustment of images for
the difference between the adaptation conditions of real-world scenes and the
viewing conditions (including chromatic adaptation).
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
The intents listed above may not fully cover all possible aspects of tone-mapping
and there are applications that do not fit well into any of these categories. However,
the intents outline the differences in the fundamental assumptions and expectations for
tone-mapping, and partly explain why there is no single “best” tone-mapping. The
discussion of intent is especially important in the context of studies comparing opera-
tors, which should not juxtapose and benchmark two algorithms that realize two very
different goals.
where L is the HDR pixel luminance, p is an index of a pixel, and Lb is luminance that
should be shown on a display. The values of L b should be transformed by a display
model (refer to Sec. 2.2) to get LDR pixel values that could be sent to a display. This
step is often confusingly called gamma correction, though it is meant to transform
luminance into luma values, as discussed in Sec. 2.2 rather than correct any aspect of
an image.
Some tone mapping operators in the literature directly transform HDR values L p
into LDR pixel values Vp
Vp = Te(L p ), (17)
and disregard the display model. The disadvantage of this approach is that the tone-
mapping cannot compensate for the differences between display devices. In the remain-
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
der of this text we will consider the former formulation of the tone-mapping function
from Eq. 16.
2.5
Lpeak
Display luminance [log10 cd/m2]
1.5
0.5
0 L +L
black refl
−0.5
−1 B=0.5
B=1
−1.5
B=2
−2
−2 −1 0 1 2 3
Scene luminance [log10 cd/m2]
Figure 18: The effect of multiplication on HDR pixel values. The multiplication af-
fects image brightness. The horizontal lines in (a) represent minimum and maximum
luminance shown on a display. The luminance values corresponding to the dotted parts
of the curves will not be reproduced on a display.
T (L p ) = B·L p , (18)
will increase or decrease the overall image brightness by the brightness adjustment
parameter B. The operation is also analogous to exposure change in photographic
cameras, so the operation is often called exposure adjustment. An example of this
operation is shown in Fig. 18.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
t(l p ) = l p + b, (19)
2.5
Lpeak
Display luminance [log10 cd/m2]
1.5
0.5
0 L +L
black refl
−0.5
−1 c=0.7
c=1
−1.5
c=1.7
−2
−2 −1 0 1 2 3
Scene luminance [log10 cd/m2]
Figure 19: The effect of a power function on HDR pixel values. The operation adjusts
image contrast.
Power function — contrast change Power function can be used to manipulate the
dynamic range of an image. The dynamic range is sometimes used interchangeably
with image contrast, as reducing a dynamic range will also reduce an overall image
contrast. The contrast adjustment operator is
c
Lp
T (L p ) = , (20)
Lwhite
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
where c is the contrast adjustment factor. The change is relative to the luminance of
a reference white point Lwhite so that the contrast will be shrunk or expanded towards
or away from that point. Lwhite is usually assumed to be the scene luminance that is
mapped to the peak luminance of a display. An example of this operation is shown in
Fig. 19. The operation is sometimes called gamma correction in the literature as the
formula is similar to the display model with the exponent equal to γ.
In the logarithmic domain the operation becomes multiplication:
2.5
Lpeak
Display luminance [log10 cd/m2]
1.5
0.5
0 L +L
black refl
−0.5
−1 F=0
F=1
−1.5
F=10
−2
−2 −1 0 1 2 3
Scene luminance [log10 cd/m2]
Figure 20: The effect of adding a constant value to the HDR pixel values. The operation
elevates black level or introduces fog to an image. It will also affect contrast of the
lower tones in an image.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Addition — black level, flare, fog As a consequence of the Weber law, adding a
constant value to an image, as in the equation
T (L p ) = L p + F, (22)
has little impact on the bright image parts, but strongly affects the darker parts of an
image. This addition generates an effect of fog or a uniform glare in an image. The
operation will affect contrast and brightness of the darker image parts. An example of
this operation is shown in Fig. 20. The addition cannot be expressed in the logarithmic
domain.
This is a simplified model, which ignores the geometry and more complex reflectance
properties, but is widely used in computer vision and related disciplines. Assuming that
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
we know how to separate illumination from reflectance, we can create a tone mapping
operator that affects only the illumination component without distorting reflectance:
where intensityd is the intensity (HDR pixel value) after applying tone mapping func-
tion T . In the simplest case, a tone mapping function can be a plain contrast compres-
sion, e.i.
T (L p ) = Lcp , (25)
for c < 1. This approach to the dynamic range compression was originally proposed
by Oppenheim et al. [112].
Low-pass filter decomposition. The main challenge is finding a way to separate il-
lumination from reflectance. Such problem is heavily under-constrained and finding an
accurate solution given an image alone is not possible. However, there exist several ap-
proximate methods, which rely on the statistical properties of light in real-world scenes.
In contrast to the reflectance, the illumination in a scene usually varies smoothly be-
tween pixels. The only sharp discontinuities can be expected at the boundaries of hard
shadows and light sources. The easiest way to extract the smoothly changing part of an
image is to convolve it with Gaussian filter of a large extent:
Ip ≈ ∑ f (p − t) Lt (26)
t ∈Ω
where I p is the estimate of the illumination component at the pixel location p, L are
linear intensity values (or luminance), Ω is a local neighborhood of a pixel, and f is
the Gaussian function
−x2
1
f (x) = √ e 2 σ2s (27)
σs 2π
Although this is only a very rough approximation of the illumination component, it
produces satisfactory results in many cases. The tone-mapping based on such separa-
tion was proposed by Chiu et al. [24]. They propose a spatially nonuniform mapping
function for compressing contrast in HDR images
Lp
T (L p ) = , (28)
k Ip
where k is a constant that varies from 2 to 8. Note that the constant k will change the
overall image brightness, but not the contrast of the illumination component. More
effective contrast compression can be achieved using a power function.
Lp
T (L p ) = , (29)
I p1−k
where k∈(0, 1) is the illumination compression factor. The same equation can be ex-
pressed in the logarithmic domain using lower case letters to denote logarithmic values
t(l p ) = l p − (1 − k) i p = (l p − i p ) + k i p . (30)
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
The Gaussian filter separation is also used in the popular unsharp masking algo-
rithm for enhancing image details (refer to Sec. 5.4). Unlike typical tone-mapping
that modifies the illumination component, unsharp masking boosts the contrast of the
reflectance component of an image, which is equal to l − i:
u(l p ) = c (l p − i p ) + l p . (31)
ks = ∑ f (p − t) g(L p − Lt ). (33)
t ∈Ω
The function g is the Gaussian that restricts the range of values in which pixels are av-
eraged. If a pixel t in the neighborhood of p has a very different value than L p , then the
value of the term g(L p − Lt ) is very low and so is the contribution of the local average.
The bilateral filter is one of the most popular methods to separate illumination from re-
flectance and has found many other applications. Durand and Dorsey [39] provided an
insightful analysis of the bilateral filter, proposed a fast implementation of the filter and
showed how it can be applied to tone mapping. Their tone mapping function operates
on logarithmic luminance values:
t(l p ) = c i p + (l p − i p ). (35)
Although not mentioned in the original publication, the resulting logarithmic values
should be presumably converted into the linear domain and an inverse display model
needs to be applied (refer to Sec. 2.2).
Since the 2002 publication, several faster algorithms for computing bilateral filter
have been proposed [1, 2, 23, 113]. An excellent comparison and analysis of these
algorithms can be found in [1].
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Retinex algorithms. Retinex algorithm was originally proposed by Land and Mc-
Cann [75] to explain color constancy phenomenon. Retinex was to model the abil-
ity of the HVS to extract reliable information from the world we perceive despite
changes in illumination. The latter work on the Retinex algorithm formalized the the-
ory mathematically and showed that the problem is equivalent to solving a Poisson
equation [58, 60]. The algorithm essentially attempts to separate reflectance from il-
lumination by suppressing small gradients, which are attributed to illumination and in
that respect is an effective method of tone-mapping images [103].
Gradient and contrast based methods. Instead of separating an image into re-
flectance and illumination layers, it is possible to enhance the details in an image (re-
flectance) before compressing image contrast with a gamma function (or linear scaling
in the log domain). Such an approach was taken in several operators, which manipulate
image gradients or local contrast [43, 45, 94]. The main advantage of performing oper-
ations on gradients rather than pixel values is that it allows to radically increase local
contrast without introducing objectionable contrast reversals, known as halo artefacts.
However, local gradient manipulation [45] may lead to inconsistencies in global im-
age brightness between distant image regions. Therefore, newer operators introduced
multi-scale image structures [43, 94] to maintain image contrast at multiple scales.
Since the neural connection between the retina and visual cortex can transmit only
a signal of a limited dynamic range, the visual system needs to employ an effective
dynamic range compression in the retina before transmitting the visual information to
the brain. Therefore, a possible approach to tone mapping may involve simulating such
processing in the visual system in order to reduce the dynamic range of images. By
doing so, the physical signal, in terms of luminance or trichromatic color channels, is
converted into an abstract internal representation of the visual system, such as response
of the photoreceptors [123, 159], lightness [58, 75], or brightness [37, 148]. Then, such
a response is mapped to pixel values on a display. These steps are illustrated in Fig. 21.
Although the approach may be effective in reducing the dynamic range, there is
clearly one gap in reasoning — the eye expects to see the luminance rather than ab-
stract internal representation on a display. Therefore, such a forward-only approach to
tone-mapping can be considered as inspired by a perception, rather than perceptually
plausible. It is also difficult to determine the actual intent of such operators, as they do
not explicitly attempt to achieve a perceptual match between the original and displayed
scene. They can, however, provide pleasing results.
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Photoreceptor models One particular class of such operators involve modelling the
response of a photoreceptor as a sigmoidal S-shaped function [74, 116, 125, 126, 144].
The choice of this function is usually justified by so called Naka-Rushton equation,
which explains how the sensitivity of a photoreceptor to flashes of light differs with
adapting luminance. It is believed that this function approximates the response of the
photoreceptors when adapted to a certain luminance level; when exposed to luminance
much exceeding the adaptation luminance, the photoreceptor saturates and cannot dif-
ferentiate between even larger luminance levels. The challenge of modelling this effect
is that the adaptation luminance of the eye is unknown in complex images and tends to
vary rapidly from one scene location to another. The ad-hoc approach to the problem
usually assumes a certain localized field of adaptation and approximates the adaptation
field with a low-pass filtered version of image luminance.
Figure 22: Typical processing pipeline of tone-mapping based on forward and inverse
visual models. The original image is transformed into abstract representation using
the forward visual model, optionally edited and then transformed back to the physical
image domain via an inverse display model.
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viewing conditions, such as ambient light or luminance adaptation, differ between the
original scene and its rendering, making the match even more difficult. The solution
of the optimization problem is a set of tone mapping parameters that minimizes the
difference between Rorig and Rdisp . The display model, shown in Fig. 23, introduces
physical constraints on devices’ color and luminance reproduction.
The approach shares some similarities with forward and inverse visual models,
discussed in the previous section. The difference is that these approaches assume
Rdisp = Rorig and then invert the HVS and display models to compute a tone mapped
image. If we follow this approach and compute the desired display luminance that
would evoke the same sensation as a real world scene (Rdisp = Rorig ), we can end up
with an image that is too bright or has too much contrast for a given display. In such a
situation, if we apply the limitations of a display and clamp luminance values, we get
Rdisp significantly different from Rorig , which is unlikely the global minimum of our
optimization problem. Furthermore, such an optimization problem can be used with
arbitrary HVS and display models, while forward-inverse display models require the
visual model to be invertible.
The major difficulty with this approach lies in the fact that even simplified mod-
els of a display, the HVS and a tone mapping operator lead to a complex non-linear
optimization problem, which may exhibit local minima, or be too complex to solve in
reasonable time. However, when the problem is skillfully formulated, a solution can
be found very efficiently.
Ward et al. [166] proposed a global operator, which preserves the smallest visible
contrast, or rather, it ensures that such contrast is not more visible than in the original
image. This was achieved by constraining the maximum slope of a tone-curve, which
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was computed using the histogram equalisation method. The operator also simulated
glare illusion, which is discussed in more detail in Section 5.4.
Mantiuk et al. [88] formulated the visual model in such a way that the constraint
mapping problem could be solved using standard optimization techniques, such as
quadratic programming. If the visual model is further simplified, it is even possible
to find a closed-form solution [83].
This approach mostly addresses the intent of scene reproduction (SRP) operators
(refer to Sec. 5.1) as it attempts to match appearance given a visual metric, rather than
process an image through a visual model. However, the operator of Ward et. al [166]
achieves also the goal of the visual system simulator (VSS).
Cornsweet illusion [70] creates apparent contrast between two patches by introduc-
ing a pair of gradient profiles that are gradually darkening and, on the opposite side,
lightening towards the common edge (Fig. 24). The lightness levels on both sides of
the edge are propagated through some filling-in mechanisms of the HVS, which creates
the impression of lightness step. Since away from the edge the luminance levels are the
same, effectively apparent contrast impression is created with only modest increase of
dynamic range. Traditionally such lightness step is achieved by introducing physical
intensity step, which requires dynamic range proportional to the step size. By repeat-
ing (cascading) the Cornsweet profiles (Fig. 24-right) even stronger apparent contrast
enhancement can be achieved between the most extreme patches, which improves the
impression of global contrast in the image, again without using precious and limited
dynamic range.
The Cornsweet illusion can be used to enhance perceived contrast by aligning the
shading discontinuity in the Cornsweet profile with an existing edge [36], whose con-
trast magnitude has been excessively compressed, e.g., due to tone mapping. Such
procedure has been proposed by Krawczyk et al. [72], where the magnitude of con-
trast loss in the tone mapped image is measured with respect to its HDR counterpart,
and such lost contrast is then restored by locally adaptive Cornsweet profiles (refer to
Fig. 25). A multi-resolution procedure is used to measure the contrast loss at a given
scale, which decides also upon the spatial extent of introduced Cornsweet profiles.
Note that a non-adaptive version of this technique is known as unsharp masking, which
is used in photography to sharpen image details, where typically Cornsweet profiles of
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fixed magnitude and spatial extent are employed (refer to Eq. 31). Skillfully inserted
Cornsweet profiles affect the image appearance relatively little, as they contribute to
a desirable apparent contrast enhancement at the edge, but do not produce additional
sharp contrast patterns or ringing, as they gradually vanish. However, when exagger-
ated such profiles can create undesirable contrast reversals, which are known as the
halo artifacts. In Sec. 8.4 a metric that predicts the maximum strength of the enhance-
ment in tone mapping is discussed, while Fig. 40 demonstrates the visual impact of
Cornsweet profiles as a function of their spatial extent and magnitude.
Figure 25: Image tone mapped using logarithmic mapping [37] (left), its version with
restored global contrast (center), and the corresponding map of Cornsweet profiles
(right). The blue profiles darken the image and the red lighten, their intensity corre-
sponds to the profile magnitude. Note that the contrast restoration preserves the par-
ticular style of the tone mapping algorithm. (Images courtesy of Grzegorz Krawczyk.
Reproduced with permission from [72] c The Eurographics Association 2007.)
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Much stronger contrast enhancement has been observed when Cornsweet profiles
are consistent with the scene lighting, undergo correct perspective foreshortening, and
respect other cues resulting from 3D scene interpretation [121, 131]. This explains the
success of employing Cornsweet profiles in the arts [81].
Glare illusion Due to imperfections of the eye optics a certain amount of reflected
and scattered stray light leads to veiling glare effect in the proximity of bright light
sources and highlights (refer to Sec. 6.4 for the discussion of light scattering in the
camera lens systems). The resulting contrast loss signals to the HVS the presence of
such bright elements in the scene, which is in particular pronounced in the night scenes
when scattered light might be dominant in the retina regions around such elements.
Since the display cannot natively reproduce this effect due to the brightness deficit,
synthetic rendering of plausible veiling glare patterns in the image might be interpreted
by the HVS as actually caused by the presence of bright objects, which is called the
glare illusion. Zavagano and Caputo [181] show that even the effect of glowing can be
obtained by placing smooth gradients around bright objects (Fig. 26). Such gradients
have been used by artists to improve the impression of dynamic range in their paintings,
and the technique has been used in digital imaging as well.
Figure 26: Glare illusion: Painting halo (shading gradients) around objects enhances
their brightness and creates an impression of glow without the actual light emission.
Redrawn from [181].
In computer games a set of Gaussian filters with different spatial extents are com-
monly used [67] to introduce smooth gradients as in Fig. 26. Spencer et al. [143]
employ a filter based on the point-spread function (PSF), which is measured for the
human eye optics [32, 172]. Yoshida et al. [179] shows that by using any of these ap-
proaches the apparent image brightness might increase more than 20%. Kakimoto et
al. [64], van den Berg et al. [158], and Ritschel et al. [130] investigated the application
of wave optics principles to glare rendering. The resulting glare pattern, apart from the
familiar veil, features also the ciliary corona (the sharp needles) and lenticular halo as
shown in Fig. 27.
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Figure 27: The glare appearance examples due to light scattering in the eye, modelled
using the Fresnel diffraction [130]. (Images courtesy of Tobias Ritschel. Reproduced
with permission from [130] c The Eurographics Association 2009.)
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image artifacts such as glare, which arise due to imperfections of camera lens or light
streaks around light sources introduced by specialized lens-mounted filters can be used
to recover useful HDR information (Sec. 6.4).
In this section we focus mostly on restoring luminance component and we do not
cover another important problem of extending color gamut, e.g., extending chromatic-
ity values toward higher saturation, without changing the hue as required for projectors
and displays with color primaries based on lasers and LEDs. Such problems are par-
tially discussed in the literature on gamut mapping [107].
3. Stretching the resulting pixel values to the full dynamic range capabilities of
the display device (effectively expanding contrast), subject to the visibility of
quantization and compression artifacts, as well as the overall user preference.
A number of solutions presented in the literature adopted such a procedure [6, 11, 35,
95, 104, 129], and they differ mostly in the precision of the inverse function derivation
and the actual contrast expansion approach.
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Inverse tone mapping curve Banterle et al. [11] investigate non-linear contrast scal-
ing by inverting simple tone mapping operators based on exponential and sigmoid func-
tions. Visually the most compelling results have been obtained by inverting the photo-
graphic tone mapping operator [127], but the magnitude of dynamic range expansion
is limited due to banding artifacts in particular in bright image regions, in which the
sigmoid function strongly compresses contrast.
Inverse camera response In practice, the gamma function is only a crude approx-
imation of the camera response, which may affect the accuracy of reconstructed lu-
minance map. Lin et al. [80] show that for a single LDR image the camera response
curve can be more precisely reconstructed based on the distribution of color pixels in
the proximity of object edges. The most reliable information for such reconstruction
is provided by edges separating the scene regions of uniformly distributed and signifi-
cantly different color (luminance values) R1 and R2 (refer to Fig. 28a). For a digitized
image of the scene using a camera featuring the linear response, the color I p of pixel
representing precisely the edge location should be then a linear combination I1 and
I2 (refer to Fig. 28b). The partial coverage of pixel area by each of the two regions
decides about the contribution of I1 and I2 values into the pixel color I p . However,
due to the non-linearity in the camera response the actual measured color M p may be
significantly different from such a linear combination of measured colors M1 and M2
(refer to Fig. 28c), which correspond to I1 and I2 . By identifying a number of such
< M1 , M2 , MP > triples and based on the prior knowledge of typical real-world camera
responses a Bayesian framework can be used to estimate the camera response function.
By applying inverse of this function to each triple < M1 , M2 , MP >, the corresponding
< I1 , I2 , IP > should be obtained such that I p should be a linear combination of I1 and
I2 . Applying such inverse response function to all image pixels results in reconstruc-
tion of the scene luminance map. The authors observe that their method leads to a good
accuracy in reconstruction the luminance map. The best accuracy is achieved when the
selected edge color < M1 , M2 , MP > triples cover a broader range of brightness values
for each color channel. The method may not be very accurate for images that exhibit a
limited range of colors. By using < M1 , M2 , MP > triples from additional images cap-
tured with the same camera, the accuracy of the camera response reconstruction can be
further improved.
Locally-varying brightness boost As found in [11, 136, 180] to achieve good ap-
pearance of HDR images, both contrast and brightness of saturated regions should
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Figure 28: Color distortions in edge regions due to non-linearity in the camera re-
sponse. (a) Two regions in the scene, which are separated by an object edge, feature
distinct spectral luminance R1 and R2 values. (b) Hypothetical linear image sensor
maps R1 and R2 values into I1 and I2 values in the RGB color space. Due to the scene
radiance digitization by the sensor, the color of each pixel on the edge is a linear com-
bination of I1 and I2 with weights proportional to the covered area on the left and right
sides of the edge. (c) A non-linear camera response f warps these colors resulting in
their non-linear distribution. Redrawn from [80].
be simultaneously increased. For this reason, Rempel et al. additionally boost the
brightness of image regions around pixels with saturation in at least one color channel.
The brightness-boosting region is determined by blurring such saturated pixels with a
large-kernel Gaussian filter. The cut-off frequency of this low-pass filter (0.5 cycle-per-
degree) corresponds to relatively low contrast sensitivity in the human vision, which
drops even stronger for lower spatial frequencies, so that the visibility of potential ar-
tifacts resulting from such brightness boosting is suppressed. The spatial impact of
brightness boosting is limited by an edge-stopping function, that uses strong contrast
edges as boundaries.
While the discussed strategies of dynamic range expansion work well for high qual-
ity images, Masia et al. [95] observes that this not the case for excessively exposed
images. For such images a better effect can be obtained by promoting more details
in darker, non-saturated image regions, which is achieved through a gamma contrast
expansion. The value of γ increases with the overall LDR image brightness, which
is estimated based on a content-dependent statistic that relates the logarithmic pixel
intensity average to overall dynamic range in the image as proposed in [124].
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Figure 29: Classification of saturated features into diffuse surfaces, reflections and
lights. As the film response curve (green) saturates, the distinction between the three
types of features and their brightness disappears. In order to boost brightness of such
saturated features, they need to be classified into these three categories, possibly re-
quiring some manual interaction. (Image courtesy of Piotr Didyk. Reproduced with
permission from [35] c The Eurographics Association 2008.)
order to boost their brightness and contrast. Highlights and light sources are classified
based on a number of predefined features such as luma statistics in the image, the re-
gion’s similarity to a disk, and its major axis ratio. The classifier is trained in an on-line
manner as a human operator marks saturated regions as diffuse surfaces, reflections and
light sources (refer to Fig. 29). The saturated features that were manually marked or
classified as reflections or lights are then enhanced. This is achieved by computing a
tone-curve per each enhanced feature, so that it is steep for pixel intensities correspond-
ing to large gradients. This is because large gradients are unlikely to represent noise,
the human visual system is less sensitive to changes of large contrast values (contrast
masking) and finally, because large gradients often represent object boundaries, where
contrast change is the least objectionable. The tone-curve computation is similar to
histogram equalization in [166] but derived for partial derivatives of neighboring pixel
intensities.
Fig. 30 shows a comparison of local brightness boost methods when applied to the
reference light source and specular highlight with clipped pixel intensities (the left col-
umn). Fitting smooth functions or inpainting [151] results in flattened profiles, which
do not give much brightness boost to the clipped regions. Maintaining temporal co-
herence is also problematic for these methods. The extrapolation techniques, such as
2D Taylor series expansion, are not robust because the surrounding pixels used to es-
timate partial derivatives are often affected by the scene content that is not the part
of a clipped region. The resulting reconstruction contains structures in the center of
the clipped region, which do not match the appearance of the actual light source or
specular highlight. The method of Rempel et al. [129] is strongly affected by the size
of clipped region, making larger objects brighter than smaller objects. Linear contrast
stretching by Meylan et al. [104] is fast and straightforward but it reveals contouring
artifacts and strong noise near the saturation point. The method of Didyk et al. [35]
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leads to fewest artifacts as only large gradients are stretched while small gradients are
left intact or only moderately enhanced.
Figure 30: A comparison of local brightness boost methods for a light source (two
upper rows) and a specular highlight (two bottom rows). The plots show the luminance
distribution across the central scanline of each image. (Image courtesy of Piotr Didyk.
Reproduced with permission from [35] c The Eurographics Association 2008.)
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When the higher precision HDR image is available at certain processing stages,
the information loss can be reduced by amplifying (pre-distorting) low amplitudes and
high frequencies prior to the dynamic range compression stage (gamma compression,
tone mapping), so that they survive the quantization step to the 8-bit LDR image. Such
an approach has been proposed in the compander algorithm [79], which can serve as
a tone mapping operator that reduces the information loss in the subsequent LDR-to-
HDR conversion. However, this can be achieved at the expense of possibly undesirable
changes in the appearance of LDR image.
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precise estimation of the PSF is not trivial especially that its shape is non-uniform
across the image. Deconvolution may also lead to high quantization noise in strongly
veiled image regions, due to insufficient precision of real scene information. Recently,
Talvala et al. [150] have demonstrated that by placing a structured occlusion mask
between the scene and the camera, direct and indirect (scattered) light falling on the
camera sensor can be separated. For a given position of the mask, the sensor elements,
which are occluded by the mask, are illuminated only by scattered light. By jittering
the mask position and capturing HDR images for each such position the amount of
scattered light can be estimated for each pixel and then removed from the final HDR
image. A practical problem with this technique is that the scene must be static, and the
mask must be placed near the scene in order to be in camera focus, so that its contri-
bution to the intensity of non-occluded by the mask pixels is reduced. Those problems
can be avoided by placing a high frequency mask near the camera sensor to act as a
sieve that separates spurious rays in ray-space, which through statistical analysis can
be classified as outliers in the angular dimension and removed [122]. This way light
scattered in the lens can be significantly reduced, but at the expense of blocking direct
light falling on the sensor and reducing its effective resolution.
On the other hand, scattered light in the camera optics may provide some insight
concerning bright image regions, which are saturated in the LDR image. The lost in-
formation can be partially hidden in the intensity of neighboring non-saturated pixels,
which can be strongly polluted by scattered light. Standard image restoration tech-
niques such as blind deconvolution methods that do not rely on the knowledge of the
PSF of the camera, may help to predict the amount of energy missing due to the satura-
tion. A practical problem here is quick fall-off of the PSF, which causes that only few
nearest pixels with respect to the saturated region may contain easy to discern amount
of scattered energy. This means that for saturated regions of wider spatial extents it is
difficult to recover any meaningful information concerning the energy distribution in
their central parts.
The spatial extent of PSF in the camera lens can be artificially extended using a
cross-screen, or star filters that are mounted atop of the lens [134]. This way details of
bright image regions such as highlights and light sources are encoded into elongated
glare streaks, which are spatially extended across the whole image and optically added
to non-saturated image regions. The glare streaks can be separated from the rest of
LDR image, and then used to infer the intensity distribution in the saturated image
regions. In contrast to the “hallucination” approach [163], the reconstructed this way
information is a close approximation of original values.
An additional source of information on bright saturated regions can be found in the
image due to the diffraction effect on the aperture boundary, which may also contain
higher frequency information. The diffraction pattern becomes more pronounced for
smaller camera apertures, and can be meaningfully captured only for cameras of high
resolution. Also, chromatic aberration provides additional information on the captured
scene, but it is usually well corrected for higher quality lenses and can be easily lost
due to on-camera image processing including the JPEG compression.
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of light as in the case of a grid of light emitting diodes (LEDs). The backlight device
illuminates the second modulator, which is a passive transmissive LCD panel (liquid
crystal display) that controls the amount of per-pixel transmitted light. Alternatively a
projector can be used as the backlight device, in which case a strong light source is re-
quired as the transmitted light is then modulated by two passive layers. Different light
modulation technologies could be employed in such projectors such as the transmitive
LCDs, the reflective LCDs (known as liquid crystal on silicone - LCoS), and the digital
micro-mirror devices (DMD) developed by Texas Instruments (known as digital light
processing - DLP). For any projector-based backlight device low luminance levels are
achieved through attenuating (LCD, LCoS), or redirecting and discarding light (DMD),
which in both cases is highly inefficient in terms of energy. Low luminance values are
achieved due to the multiplicative effect, although each modulator separately still might
enable to pass some light, e.g., typically at least 1% for LCDs. Close to zero luminance
is naturally achieved in case of LED-based backlight device, subject of parasite light
from neighboring LEDs that are not switched off.
In the following section we discuss basic principles behind the dual modulation
technology, including signal processing that is required to drive each modulation layer
(Sec 7.1). Such dual modulation principles are common both for HDR displays (Sec 7.2)
and HDR projectors (Sec 7.3), which we discuss next. Finally, we overview more uni-
versal light-field display architectures, which typically trade spatial pixel resolution
for angular effects, but often offer an HDR display mode with even more than two
modulation layers (Sec 7.4).
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Desired Image (source) Backlight Image (low resolution) Compensation (high resolution)
Figure 31: Decomposition of the input HDR image (left) into the downsized backlight
image (center), and the compensation image (right). In the bottom row a hypothetical
pixel intensity signal along the central scanline is sketched. Note the sharpening effect
at the circular patch boundary in the compensation image that counterbalances the loss
of high spatial frequencies due to blur in the backlight image.
The backlight and compensation images require special image processing so that
their multiplication results in the reconstruction of the original HDR image. The goal of
such image processing is to account for different image resolutions and the optical blur
in the backlight image. For this purpose, the point-spread function (PSF) characteriz-
ing this blur should be modeled for all pixels of the backlight image. The overall flow
of image processing in the dual-modulation display architecture is shown in Fig. 32.
At first the square-root function is used to compress the luminance contrast in the input
HDR image and then the resulting luminance image is downsampled to obtain the low-
resolution backlight image (e.g., adjusted to the resolution of LEDs). In the following
step, the PSF is modeled for every pixel of the backlight image, which is equivalent to
the light field simulation (LFS) that effectively illuminates the high-resolution modu-
lator. By dividing the input HDR image by the LFS the high-resolution compensation
image is computed. Since the compensation image is 8-bit encoded, some of its re-
gions may be saturated, which results in undesirable detail loss. Such saturation errors
are analyzed and a close-loop control system is used to locally increase the intensity
of corresponding pixels in the backlight image to prevent saturation. Fig. 31 shows an
example of backlight and compensation images resulting from such image processing.
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Figure 32: Image processing flow required to drive the low-resolution backlight mod-
ulator and the high-resolution front LCD panel in HDR displays [135].
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Figure 33: Left: A schematic diagram of a projector-based HDR display — side view.
Right: a tone-mapped HDR photograph of the display.
black and white checkerboard pattern reaches 25,000:1 with the peak luminance of
3,000 cd/m2 . While in the original design white LEDs have been used, later extensions
have shown a significant color gamut expansion for integrated RGB LED packages.
Interestingly, such IMLED-based backlight device is 3–5 times more power efficient
than uniform light employed in conventional LCD displays of similar brightness [57,
Ch. 14.2]. Apart from obvious contrast and black level improvements, the power effi-
ciency is one of key factors in promoting the use of IMLED technology in commercial
LCD TV sets.
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can be directly controlled by changing the distances between each pair of low- and
high-resolution LCD panels. Damberg et al. reported that in their projection system
they achieved 2,695:1 contrast, which is only by 5% lower than the theoretical prod-
uct of contrast reproduced by the low (18:1) and high (155:1) resolution modulators.
The basic HDR projector architecture as proposed in [29] can be also used for other
projection technologies such as LCoS and DLP. Other variants of the basic architec-
ture can be considered by changing the order of low- and high-resolution panels, or
using just a single low-resolution luminance modulator, which is placed between the
X-Prism and the lens system, i.e., after the recombination of light modulated by the
three high-resolution RGB channels.
HDR image depiction can also be achieved using a standard projector that directly
illuminates a reflective print. This requires that the original HDR image is decomposed
into the projected and printed components, and then by optically aligning both images
the multiplicative effect is achieved, which leads to significant dynamic range extension
[16]. Zhang and Ferwerda [182] experimented with a similar setup and employed
image color appearance models [42] such as iCAM06 [74] to achieve best possible
colorimetric reproduction of the original HDR image. They report a remarkable peak
luminance of 2,000 cd/m2 and a dynamic range of 20,000:1. The main limitation of
this design is the fact that it can only show static images, unless a controllable reflective
surface display, such as the electronic paper is used instead of a print.
Mirror Mirror
Low Resolution
Backlight Modulators
Projection
Lens
Beam
Splitter
X Prism
Mirror Mirror
Figure 34: A design variant of HDR projector with three LCD panels for RGB color
channels supplemented with three additional low-resolution backlight modulators.
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than the number of such paths. By applying tomographic light field decompositions
to such a stack of light attenuating layers, apparent image resolution enhancement can
be achieved, but as an alternative goal per-pixel attenuation across all layers can be
guided towards HDR contrast reproduction [77, 173]. This requires an extension of
dual modulation (refer to Sec. 7.1) to handle multiple disjoint attenuators [173]. More-
over, high refresh rate LCD panels can be employed as the attenuation layers, which
are capable of displaying optimized patterns beyond the critical flicker frequency in the
HVS. The target image is obtained as a result of temporal integration of such quickly
changing patterns directly in the HVS [78, 174]. This enables high angular diversifi-
cation of transmitted light paths, so that binocular disparity, motion parallax and even
nearly correct accommodation over wide depth ranges become feasible [84]. Again,
by changing the optimization goals to high precision contrast reproduction, HDR dis-
play capabilities are achieved at expense of reducing the angular resolution in such
compressive light field displays [174] and projection [56] systems.
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1500 250
PU Encoding PU Encoding
sRGB sRGB
200
1000 150
Luma
Luma
100
500
50
0
−50
0.0001 0.01 1 100 10000 1e+06 0.1 1 10 80
Luminance (cd/m2) Luminance (cd/m2)
Figure 35: Perceptually uniform (PU) encoding for evaluating quality of HDR images.
The absolute luminance values are converted into luma values before they are used
with standard image quality metrics, such as MSE, PSNR or SSIM. Note that the PU
encoding is designed to give a good fit to the sRGB non-linearity within the range
0.1 − 80 cd/m2 so that the results for low dynamic range images are consistent with
those performed in the sRGB color space.
Luminance-independent metrics accept any relative HDR pixel values and give
identical results when values are multiplied by a constant. They assume that observer’s
sensitivity to light follows the Weber law, and usually convert HDR pixel values to
the logarithmic domain (refer to Sec. 2.4). An example of such a metric is log-PSNR,
which follows the standard PSNR formula, with the exception that it is computed for
logarithmic values:
log10 (Lmax )
logPSNR = 10· log10 (36)
MSE
and
1 N 2
MSE = ∑ log10 (L̂t (i)) − log10 (L̂r (i)) (37)
N i=1
where
L̂t (i) = max(Lt (i), Lmin ) and L̂r (i) = max(Lr (i), Lmin ), (38)
Lt (i) is the luminance of the pixel i in the test image, and Lr (i, c) is its counterpart in
the reference image. Lmin is the minimum luminance considered to be above the noise
level. Without such clamping of the lowest values, the metric introduces very large
error for dark and noisy pixels. N is the total number of pixels in an image, and Lmax
is an arbitrary selected peak luminance value. The typical selection of Lmax is 10 000,
as few HDR displays exceed this peak luminance level. The value of Lmax must not be
selected as the maximum pixel value in an image, as that would make such a metric
image-dependent.
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Test Reference
Optical and retinal pathway
scene scene
Scene spectral
Optical and Optical and radiance maps
retinal retinal
pathway pathway
Figure 36: The processing stages of the HDR-VDP-2 metric. Test and reference images
undergo similar stages of visual modeling before they are compared at the level of
individual spatial-and-orientation selective bands (BT and BR ). The difference is used
to predict both visibility (probability of detection) or quality (the perceived magnitude
of distortion).
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Reference Image Test image Probability of detection (screen, color) Probability of detection (print, dichromatic)
Figure 37: Predicted visibility differences between the test and reference images. The
test image contains interleaved vertical stripes of blur and white noise. The images
are tone-mapped versions of an HDR input. The two color-coded maps on the right
represent the probability that an average observer will notice a difference between the
image pair. Both maps represent the same values, but use different color maps, op-
timized either for screen viewing or for gray-scale/color printing. The probability of
detection drops with lower luminance (luminance sensitivity) and higher texture activ-
ity (contrast masking). Image courtesy of HDR-VFX, LLC 2008. (Reproduced with
permission from [91] c 2011 ACM, Inc.)
only used in the context of controlling counter-shading algorithm and was not validated
against experimental data. Aydin et al. [8] proposed a metric for comparing HDR and
tone-mapped images that is robust to contrast changes. The metric was later extended
to video [9]. Both metrics are invariant to the change of contrast magnitude as long as
that change does not distort contrast (inverse its polarity) or affect its visibility. The
metric classifies distortions into three types: loss of visible contrast, amplification of
invisible contrast and contrast reversal. All three cases are illustrated in Fig. 38 on
an example of a simple 2D Gabor patch. These three cases are believed to affect the
quality of tone-mapped images. Fig. 38 shows the metric predictions for three tone-
mapped images. The main weakness of this metric is that produced distortion maps
are suitable mostly for visual inspection and qualitative evaluation. The metric does
not produce a single-valued quality estimate and its correlation with subjective quality
assessment has not been verified. The metric can be conveniently executed from a
web-based service available at http://drim.mpi-sb.mpg.de/.
Yeganeh and Wang [178] proposed a metric for tone mapping, which was designed
to predict on overall quality of a tone-mapped image with respect to an HDR refer-
ence. The first component of the metric is the modification of the SSIM [164], which
includes the contrast and structure components, but does not include the luminance
component. The contrast component is further modified to detect only the cases in
which invisible contrast becomes visible and visible contrast becomes invisible, in a
similar spirit as in the dynamic range independent metric [8], described above. This is
achieved by mapping local standard deviation values used in the contrast component
into detection probabilities using a visual model, which consists of a psychometric
function and a contrast sensitivity function (CSF). The second component of the met-
ric describes “naturalness”. The naturalness is captured by the measure of similarity
between the histogram of a tone-mapped image and the distribution of histograms from
the database of 3000 low-dynamic range images. The histogram is approximated by
the Gaussian distribution. Then, its mean and standard deviation is compared against
the database of histograms. When both values are likely to be found in the database,
the image is considered natural and is assigned a higher quality. The metric was tested
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Modulation
Invisibiliy thr. Invisibiliy thr.
0
−1
−1
−1
Figure 38: The dynamic range independent metric distinguished between the change
of contrast that does and does not result in structural change. Blue continuous line
shows a reference signal (from a band-pass pyramid) and magenta dashed line the test
signal. When contrast remains visible or invisible after tone-mapping, no distortion
is signalized (top and middle right). However, when the change of contrast alters the
visibility of details, making visible details becoming invisible (top-left), it is signalized
as a distortion. (Reproduced with permission from [8] c 2008 ACM, Inc.)
and cross-validated using three databases, including one from [160] and authors’ own
measurements. The Spearman rank-order correlation coefficient between the metric
predictions and the subjective data was reported to be approximately 0.8. Such value
is close to the performance of a random observer, which is estimated as the correlation
between the mean and random observer’s quality assessment.
Some visible distortions are desirable as long as they are not objectionable. An ex-
ample of that is contrast enhancement through unsharp masking (high spatial frequen-
cies) or countershading (low spatial frequencies) [72], commonly used in tone-mapping
(refer to Sec. 5.4). In both cases, smooth gradients are introduced at both sides of an
edge in order to enhance the contrast of that edge (Fig. 24). This is also demonstrated in
Fig. 40 where the base contrast shown in the bottom row is enhanced by adding coun-
tershading profiles. Note that the brightness of the central part of each patch remains
the same across all rows. The region marked with the blue dashed line denotes the
range of the Cornsweet illusion, where the gradient remains invisible while the edge is
still enhanced. Above that line the Cornsweet illusion breaks and the gradients become
visible. In practice, when countershading is added to tone-mapped images, it is actu-
ally desirable to introduce such visible gradients. Otherwise, the contrast enhancement
is too small and does not improve image quality. But too strong gradient results in
visible contrast reversal, also known as “halo” artifact, which is disturbing and objec-
tionable. Trentacoste et al. [155] measured the threshold when countershading profiles
become objectionable in complex images. They found that the permissible strength of
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R. K. Mantiuk, K. Myszkowski and H.-P. Seidel High Dynamic Range Imaging
Figure 39: Prediction of the dynamic range independent metric [8] (top) for tone-
mapped images (bottom). The green color denotes the loss of visible contrast, the blue
color the amplification of invisible contrast and the red color is contrast reversal - refer
to Fig. 38. (Reproduced with permission from [8] c 2008 ACM, Inc.)
the countershading depends on the width of the gradient profile, which in turn depends
on the size of an image. They proposed a metric predicting the maximum strength of
the enhancement and demonstrated its application to tone-mapping. The metric is an
example of a problem where it is more important to predict when an artifact becomes
objectionable rather than just visible.
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