Simulating the Visual Experience of Very Bright and Very Dark Scenes

@article{Jacobs2015SimulatingTV,
  title={Simulating the Visual Experience of Very Bright and Very Dark Scenes},
  author={David E. Jacobs and Orazio Gallo and Emily A. Cooper and Kari Pulli and Marc Levoy},
  journal={ACM Transactions on Graphics (TOG)},
  year={2015},
  volume={34},
  pages={1 - 15}
}
The human visual system can operate in a wide range of illumination levels due to several adaptation processes working in concert. For the most part, these adaptation mechanisms are transparent, leaving the observer unaware of his or her absolute adaptation state. At extreme illumination levels, however, some of these mechanisms produce perceivable secondary effects, or epiphenomena. In bright light, these include bleaching afterimages and adaptation afterimages, while in dark conditions these… 
A model of local adaptation
TLDR
This work proposes a new empirical model of local adaptation, that predicts how the adaptation signal is integrated in the retina, based on psychophysical measurements on a high dynamic range (HDR) display, and employs a novel approach to model discovery.
Perceptual Display: Apparent Enhancement of Scene Detail and Depth
TLDR
This work presents a number of solutions for disparity manipulation that are relevant for modern multimedia systems, and addresses selected problems of disparity manipulation in cinematographic applications with a common goal of reducing viewing discomfort while retaining realistic and artistically meaningful scene depiction.
Perceptual modeling for stereoscopic 3D
TLDR
The core of the research methodology is perceptual modeling supported by the own experimental studies to overcome limitations of current display technologies and improve the viewer experience by enhancing perceived depth, reducing visual artifacts or improving viewing comfort.
Luminance-contrast-aware foveated rendering
TLDR
A new luminance-contrast-aware foveated rendering technique is proposed which demonstrates that the computational savings of foveate rendering can be significantly improved if local luminance contrast of the image is analyzed and a low-cost predictor is derived.
Simulating Visual Contrast Reduction during Nighttime Glare Situations on Conventional Displays
TLDR
A postprocessing tone mapping algorithm is implemented that simulates the corresponding contrast reduction effect for a night-driving simulation with glares from oncoming vehicles headlights that aims to emulate the adaptation in nighttime glare situations using a perception-based model.
Adaptive Image‐Space Sampling for Gaze‐Contingent Real‐time Rendering
TLDR
This work proposes an algorithm that only shades visible features of the image while cost‐effectively interpolating the remaining features without affecting perceived quality, and introduces a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast, and brightness adaptation.
Gaze-contingent Computer Graphics
TLDR
The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.
GazeStereo3D: seamless disparity manipulations
TLDR
This work proposes a new method for stereoscopic depth adjustment that utilizes eye tracking or other gaze prediction information, and proposes a real-time controller that applies local manipulations to stereoscopic content to find the optimum between depth reproduction and visual comfort.
Perception‐driven Accelerated Rendering
TLDR
This report presents the key research and models that exploit the limitations of perception to tackle visual quality and workload alike, and presents the open problems and promising future research targeting the question of how to minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
Seeing in Extra Darkness Using a Deep-Red Flash
TLDR
A novel modulation strategy when training a modern CNN model for guided image filtering, fusing a noisy RGB frame and a flash frame and this fusion network is further extended for video reconstruction.
...
1
2
...

References

SHOWING 1-10 OF 53 REFERENCES
Simulating and compensating changes in appearance between day and night vision
TLDR
A luminance retargeting method that alters the perceived contrast and colors of an image to match the appearance under different luminance levels, which lets us reliably simulate night vision in bright conditions, or compensate for a bright image shown on a darker display so that it reveals details and colors that would otherwise be invisible.
Time-dependent visual adaptation for fast realistic image display
TLDR
A new tone reproduction operator is offered to include these appearance changes in animations or interactive real-time simulations, and to match a user's visual responses to those the user would experience in a real-world scene.
A Computational Model of Afterimages
TLDR
A model to compute afterimages that allows us to simulate their temporal, color and time‐frequency behavior is proposed and can be applied in real‐time on full‐HD HDR content using standard graphics hardware.
A model of visual adaptation for realistic image synthesis
TLDR
A computational model of visual adaptation for realistic image synthesis based on psychophysical experiments that captures the changes in threshold visibility, color appearance, visual acuity, and sensitivity over time that are caused by the visual system’s adaptation mechanisms.
Perceptually based tone mapping for low-light conditions
TLDR
This paper presents a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes known as the Purkinje effect and leverages current HDR techniques to control the image's dynamic range.
ROD AND CONE CONTRIBUTIONS TO MESOPIC VISION
TLDR
This work developed a general method for adjusting the radiances of four lights to silence up to three photoreceptor classes and change the excitation of the nonsilenced classes in a specified manner, and describes the logic and implementation of the four-primary methodology.
Assessment of OLED displays for vision research.
TLDR
Results show that the OLED displays have large contrast ratios, wide color gamuts, and precise, well-behaved temporal responses, and Correct adjustment of the settings on both models produced luminance nonlinearities that were well predicted by a power function ("gamma correction").
Foveated 3D graphics
TLDR
This work exploits the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display, and develops a general and efficient antialiasing algorithm easily retrofitted into existing graphics code to minimize "twinkling" artifacts in the lower-resolution layers.
Change of Color Appearance in Photopic, Mesopic and Scotopic Vision
Mesopic vision describes a range of light levels where vision is mediated by both cones and rods. The appearance of color in mesopic vision differs drastically from that in photopic vision, where
...
1
2
3
4
5
...