Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye

Tobias Ritschel, Matthias Ihrke, Jeppe Revall Frisvad, Joris Coppens, Karol Myszkowski, Hans-Peter Seidel

    Research output: Contribution to journalConference articleResearchpeer-review

    Abstract

    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.
    Original languageEnglish
    JournalComputer Graphics Forum
    Volume28
    Issue number2
    Pages (from-to)183-192
    ISSN0167-7055
    DOIs
    Publication statusPublished - 2009
    Event30th Annual Conference of the European Association for Computer Graphics - Munich, Germany
    Duration: 30 Mar 20093 Apr 2009
    Conference number: 30

    Conference

    Conference30th Annual Conference of the European Association for Computer Graphics
    Number30
    Country/TerritoryGermany
    CityMunich
    Period30/03/200903/04/2009

    Fingerprint

    Dive into the research topics of 'Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye'. Together they form a unique fingerprint.

    Cite this