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Communication Dans Un Congrès Année : 2010

A High Dynamic Range Rendering Pipeline for Interactive Applications

Résumé

High Dynamic Range (HDR) rendering has a growing success in video-games and virtual reality applications, as it improves the image quality and the player's immersion feeling. In this paper, we propose a new method, based on a physical lighting model, to compute in real time a HDR illumination in virtual environments. Our method allows to re-use existing virtual environments as input, and computes HDR images in photometric units. Then, from these HDR images, displayable 8-bit images are rendered with a tone mapping operator and displayed on a standard display device. The HDR computation and the tone mapping are implemented in OpenSceneGraph with pixel shaders. The lighting model, together with a perceptual tone mapping, improve the perceptual realism of the rendered images at low cost. The method is illustrated with a practical application where the dynamic range of the virtual environment is a key rendering issue : night-time driving simulation. This work will be published on the CGI 2010 conference.
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Dates et versions

hal-00550054 , version 1 (23-12-2010)

Identifiants

  • HAL Id : hal-00550054 , version 1

Citer

Josselin Petit, Roland Bremond. A High Dynamic Range Rendering Pipeline for Interactive Applications. EuroVR SIG Workshop, May 2010, France. 5p. ⟨hal-00550054⟩
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