High Dynamic Range (HDR)

As well as Color Space, the ‘dynamic range’ of your camera needs to be configured. Essentially, this defines how extremely bright or dark colors are captured by scene cameras. HDR can be enabled from the camera component in the Inspector by using the HDR checkbox. Note that HDR is unsupported by some mobile hardware. It is also not supported in Forward Rendering when using techniques such as multi-sample anti-aliasing (MSAA).

HDR is best used in combination with Linear Color Space in order to preserve accuracy when handling very bright colors.

By default, cameras in Unity use a Low Dynamic Range (LDR). Colors are stored using 8-bits per channel - red, green and blue. 8-bits refers to the ‘precision’ and means that color data is stored with 8 values of either 1 or 0, giving 256 possible unique combinations for each color channel. 256 x 256 x 256 colors per channel means that by storing values using 8-bits we are able to uniquely reference over 16 million color variations ranging in intensity from black to white.

In reality, colors in the real world extend far outside this 16 million color range. There are infinite permutations of color possibilities, and brightness goes beyond what our eyes can even see. Similarly Unity is capable of handling extremely bright lights which produce colors beyond that which can be displayed on an LDR device such as your computer screen. However, despite this potential limitation in the output device, these extreme light values still remain useful to us in a number of applications.

By enabling HDR on your scene camera, colors will be stored with much greater precision (using the floating point representation). Many more unique colors over a much brighter range of luminance can be handled.

HDR enables us to preserve the great differences in brightness between, say, outdoor lighting in our scenes and shaded areas. We can also create effects like ‘blooms’ or glows by applying effects to these bright colors in your scene. Special effects like these can add realism to particles or other visible light sources. However, these extreme color values also need to be handled somehow to prevent them being ‘clamped’ to white.

Tonemapping

Using the analogy of photography, if we were to photograph our scene using different exposure settings, then we could start to see these extreme color details which otherwise might have been lost. Light tones in the brightest areas of the image which have been lost to white can be recovered, or dark tones lost to black. This is analogous to ‘tonemapping’ in computer graphics, where we take colors outside of the range reproducible by our target device (computer screen, for example) and shift them mathematically into a range which can be reproduced. The resulting output still makes sense perceptually, because colors remain relative to one another. They are correct in context.

When using HDR cameras, the Tonemapping Image Effect from Standard Assets (Assets>Import Package>Effects) must be added to the camera. This script provides you control over how very bright color intensities recorded by your camera are converted into colors which can be displayed.

More information on Tonemapping can be found here.

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高动态范围 (High Dynamic Range,简称HDR) 视频是指能够显示更广泛亮度区域和更丰富细节的视频格式。为了在标准的显示设备上播放HDR视频,需要进行色调映射 (Tone Mapping) 处理,将HDR视频转换为标准动态范围 (Standard Dynamic Range,简称SDR) 视频。 《高动态范围视频的色调映射算法比较评价》是一篇综述性文章,对目前的色调映射算法进行了对比和评估。 首先,文章介绍了需要解决的问题,即如何保留HDR视频的丰富细节和对比度,同时适应不同的SDR显示设备,使得观众在任何显示设备上都能够获得良好的观看体验。 接下来,文章列举了几种主要的色调映射算法,并对它们进行了详细分析和比较。比如,全局映射算法主要通过压缩整个亮度范围来适应SDR设备,但可能会损失细节;局部映射算法则更加注重保留细节,但可能导致亮度不连续性;基于图像分割的算法可以在图像不同区域中应用不同的映射策略,但需要更多的计算资源。 在比较过程中,文章对每种算法的映射质量、计算复杂度和实时性等指标进行了评估。并举例说明了不同算法在真实HDR视频上的应用效果。 最后,文章总结了各种算法的优缺点,并提出了未来研究的方向。例如,如何在保留细节的同时提高计算效率,以适应高分辨率和高帧率的HDR视频。同时,如何结合人眼感知和动态映射策略,以提供更好的观看体验。 综上所述,《高动态范围视频的色调映射算法比较评价》通过详细分析和比较不同的色调映射算法,为高动态范围视频的后续研究和开发提供了重要参考和指导。
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