Back Post processing effects in the HDR4EU Project

Post processing effects in the HDR4EU Project

GTI-UPF has worked in several algorithms and effects in order to improve the quality of its rendering pipeline related to photo-realistic rendering on the web for the HDR4EU project.

10.10.2018

 

While the algorithm to determine the amount of light reflected by each surface is key to achieve realistic images and scenes, there are other effects more related to how the light interacts with a camera lens and sensors, or with the eye itself that should be considered to achieve an even better realistic image quality. Those effects have been already taken into account in the web-based renderer proposed by the GTI-UPF for the HDR4EU project.

 

One common example of an effect that we are used to see in cinema (and does not exist in our eyes) is lens flare. GTI-UPF has implemented a non-realistic chromatic aberration shader as a starting point to showcase the concept:

 

                                                                

 

With LDR screens, some of the information contained in a HDR image will not be able to be displayed, and therefore images are susceptible to lose contrast, be under or overexposed and can show other artefacts when viewed on screen. Tone mapping is the operation which transforms HDR images so that they can be handled by LDR devices. GTI-UPF has porte some simple tone mapping algorithms to the web:

                                                                    

 

Another common effect integrated in the rendering pipeline is related to very bright points in an image. It consists in the halo that appears around them, caused by imperfections in the medium between the surface and the light sensor. This effect is shown below:

 

                                                                 

 

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