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Schlagwörter:
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Zusammenfassung:
Glare is a consequence of light scattered within the human eye when looking at
bright light sources. This effect can be exploited for tone mapping since
adding glare to the depiction of high-dynamic range (HDR) imagery on a
low-dynamic range (LDR) medium can dramatically increase perceived contrast.
Even though most, if not all, subjects report perceiving glare as a bright
pattern that fluctuates in time, up to now it has only been modeled as a static
phenomenon. We argue that the temporal properties of glare are a strong means
to increase perceived brightness and to produce realistic and attractive
renderings of bright light sources. Based on the anatomy of the human eye, we
propose a model that enables real-time simulation of dynamic glare on a GPU.
This allows an improved depiction of HDR images on LDR media for interactive
applications like games, feature films, or even by adding movement to initially
static HDR images. By conducting psychophysical studies, we validate that our
method improves perceived brightness and that dynamic glare-renderings are
often perceived as more attractive depending on the chosen scene.