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| What is HDR Imaging | |||||||
| High Dynamic Range Imaging (HDRI or simply HDR) is a photographic technique for capturing and displaying the wide range of light intensity of the physical world while attempting to preserve the information content as well as the esthetic value of the scene while also taking into consideration the capabilities or limitations of the display medium. Whew, what a mouthful. More simply, HDR imaging is a more adapable camera technique and some more adaptable image display techniques. Top |
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| Why does HDR Imaging exist? |
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To make “impossible” pictures possible. To capture a scene that is simultaneously too dark and too bright. To the human eye light & dark are relative terms. How dark is black, how bright is white? How black is ink? How white is paper? How dark is your TV or computer monitor when turned off? How bright is your slide projector bulb? How bright is the sun? In the everyday world we can see with our eyes the darkness of a cave and the brightness of a the sun but we cannot capture with our eyes or with most devices, both extremes of intensity at the same time. All means of recording light are limited to a certain range of brightness or light intensity. This is true quite clearly with typical photography. For example you've probably taken a photograph of people in the shade of a tree but later found out that the beautiful sunlit scenery beyond the tree is greatly overexposed..
Think of the intensity of light in terms of musical octaves, each higher light octave being twice as bright as the previous. A typical outdoor scene (without looking directly at the sun) covers about 13 octaves or zones of brightness from the dark shadows deep in the bushes, to the glare from the water or sun reflections from windows. We can see this wide dynamic range of light because our eyes are dynamic instruments, the pupil is continually changing to create the correct “exposure” for where we are looking. The brain is a marvel of computation that uses continual comparison and localization and interpretation of many small areas of the scene to build up a mental picture of the entire environment without seeing it all at once. From the black snake in the grass under the bush to the white clouds in the bright sky. No normal photograph can capture this range of light dynamics. Normal film negative and typical digital cameras can record about 9 zones of brightness. Typical computer monitors can display about 8 zones, and ink on paper can only display about 7 zones. Another major use for full range HDR images is to archive a scene in full detail and to provide accurate light intensity and light direction information to 3D graphics programs. This technique is used to provide near-real lighting information for artificial scenes created by 3D graphics. |
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| How is HDR Produced? |
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| Given cameras with limited brightness range we can capture a wide range of brightness by taking several photos of the same area with different exposure settings. For example put the camera on a tripod so that it doesn’t move and take one picture at what the camera light meter says should be the proper exposure, then force the camera to take another photo that is deliberately overexposed and then take one that is deliberately underexposed. By cutting out the over exposed areas and replacing them with the same area from one of the images with a better picture of that area we can create a patchwork image that looks closer to what our eye/mind sees.
Computer programs to create an HDR image use a similar process but execute it in much finer detail and with more sophistication. Often 3 or 5 or 7 or more images are combined depending of the accuracy and range of light dynamics needed. By artfully condensing the 13 zones of an outdoor scene into the 7 zones displayable on paper we can come close to representing the mental impression of the original scene. |
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| Full HDR Imaging and Tone-mapped HDR Imaging |
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| HDR Imaging is a very versatile technology. The vast amount of infomation about the range of light content of a scene makes it possible to simulate true lighting of a reproduction of the scene if one had a device that could fully reproduce the captured light intensity. This capability is sometimes referred to as Image Based Lighting (IBL) While such devices are theoretically possible, their availability and uses is still in its infancy. However, full or true HDR images of a physical scene are being used in the 3D graphics industry to provide realistic complex lighting for computer generated scenes. The recent movie Troy being a good example.
A more common use of HDR images is to use the full light range captured in an HDR image to produce an image that is not over or under exposed when displayed on paper or on a computer screen. This technique is what is displayed in this website in our gallery and in these discussions of HDR Imaging. This technique essentially compresses (or maps) the extreme light and dark values of the HDR image into the 8-bit range of color channel values that can be represented on the computer screen or on paper. This process is often called "Tone-mapping" and the result is more properly called a "Tone-mapped HDR Image". This distinction though is often omitted when discussing HDR because it is usually obvious how the image is being used. |
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| What are Limitations of HDR? |
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| Without special, very expensive, cameras it is difficult (if not impossible) to obtain a good HDR image of moving subjects. The need for multiple photographs of the same scene requires all objects to be unmoving during the entire time the exposures are being made. This also requires the light sources to be stable. For example if the sun goes behind a cloud in one of a series of exposures, the final HDR image will be inaccurate. Also for this reason, the exposures must all be made within a few minutes to avoid changes in the angle of the sun which would produce different shadow positions. Outdoors, wind is a major problem when photographing foliage affected by the wind. People are difficult to photograph because the slightest movement, such as breathing or eye movement during a 3 or 5 exposure session will blur the final output. Top |
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