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Proceedings Paper

A high dynamic range pipeline for virtual reality
Author(s): J. Petit; R. Brémond
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Paper Abstract

Realistic images can be computed at interactive frame rates for Virtual Reality applications. Meanwhile, High Dynamic Range (HDR) rendering has a growing success in videogames and Virtual Reality, as it improves the image quality and the player's immersion feeling. In this paper, we propose a new method, based on a simplified physical model of light propagation, to compute in real time a HDR illumination in virtual environments. Our method allows to re-use existing virtual databases as input, and computes HDR images. 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, working in real time with pixel shaders. The method is illustrated with a practical application where the dynamic range of the virtual environment is a key rendering issue: driving simulation at night.

Paper Details

Date Published:
PDF: 10 pages
Proc. SPIE 7525, The Engineering Reality of Virtual Reality 2010, 752504; doi: 10.1117/12.840036
Show Author Affiliations
J. Petit, Lab. Central des Ponts et Chaussées (France)
LIRIS, Univ. Claude Bernard (France)
R. Brémond, Lab. Central des Ponts et Chaussées (France)

Published in SPIE Proceedings Vol. 7525:
The Engineering Reality of Virtual Reality 2010
Ian E. McDowall; Margaret Dolinsky, Editor(s)

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