Dynamic Tone Mapping with Head-Mounted Displays

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1 Dynmic Tone Mpping with Hed-Mounted Displys Mtt Yu Deprtment of Electricl Engineering, Stnford University Abstrct The rel world consists of mny scenes which contin high dynmic rnge. While modern cmers re cpble of cpturing the dynmic rnge of these scenes, displys still only show low dynmic rnge. Mny tone mp opertors exist but very few consider the use of hed-mounted displys. We crete dynmic tone mp opertor for use on pnorm high dynmic rnge imges by considering user s hed position nd subsequent viewport. The tone mp opertor normlizes the imge shown to the user by the log verge luminnce of the viewport. Furthermore, we use simple model of eye dpttion to mimic the effects of light nd drk dpttion. A simple A/B test shows our dynmic tone opertor is preferred over stndrd globl tone mp opertor. 1. Introduction Recently, there hs been surge in virtul nd ugment relity technologies. At the forefront of these technologies re hed-mounted displys which include Oculus Rift, Microsoft HoloLens, nd the HTC Vive. While the min driving force behind these devices hs been to crete compelling gmes, mny other pplictions cn tke dvntge of the immersive experience provided by hed-mounted displys. One such ppliction is using one or more cmers to cpture pictures or video of the world round single point. When these pictures or videos re viewed on hedmounted disply, user s cn view the world s if they re stnding t the cptured loction. This immersive content cn consist of very high dynmic rnge (HDR) scenes. Consider, for exmple, typicl outdoor scene. While trditionl photogrpher cn choose to shoot wy from the sun, photogrpher trying to cpture ll the views round fixed point will inevitbly tke picture where the sun is present. Thus, multiple exposures could be used to cpture such n HDR scene. However, modern displys cn still only show limited dynmic rnge. The problem of HDR tone mpping is the process of reducing the dynmic rnge of HDR content such tht the content cn be displyed on regulr, limited dynmic Figure 1: HDR content tone mpped using the Reinhrd globl TMO [12]. Since pnorm content is sphericl in nture, the content must be mpped to plne for trditionl disply. In this cse, the equirectngulr projection is used. rnge disply. While there hs been lot of work on HDR tone mpping for trditionl imges, there hs been reltively little work on HDR tone mpping for pnorm HDR content. The two min contributions of our work re the following: We propose new HDR tone mpping opertor which tkes into ccount the fct tht user only looks t portion of n HDR pnorm. We introduce simple method to mimic light nd drk dpttion in humn vision. Fig. 1 shows n exmple of the HDR content1 used in this project. 2. Relted Work HDR tone mpping for trditionl plnr imges is well studied field. In this section, we offer very brief nd incomplete review. However, for reltively thorough review of tone mpping, [13] my be consulted. 1 HDR pnorms used in this project cn be found t nd

2 Generlly, HDR tone mpping opertors cn be broken down into globl opertors nd locl opertors. Globl opertors pply the sme mpping to ll pixels nd re generlly fst nd computtionlly efficient. Locl opertors, on the other hnd, vry sptilly by considering smll neighborhood round ech pixel. While more computtionlly demnding, locl opertors my preserve locl contrst better thn globl opertors. Some exmples of globl tone mpping opertors include scling the dynmic rnge by the scene s key vlue [12] nd dptive logrithmic mpping [2]. Moreover, both globl nd locl tone mpping opertors my consider the perceptul response of the humn visul system [7, 9, 11, 5, 10, 8] to generte more relistic imges. Some exmples of locl tone mpping opertors include grdient domin HDR compression [4] nd bilterl filtering [3]. Recently, there hs even been work on temporlly coherent tone mp opertors for use in such pplictions s HDR video [6, 1]. However, while there is plenty of work on HDR for imges nd videos presented on stndrd displys, there hs been reltively few work on HDR tone mpping for use with hed-mounted displys. Perhps the closest work is [14] which performs tone-mpping with hed-mounted disply but only in the context of low-vision id nd not for the genertion of ccurte or plesing imges. 3. Method Due to the lck of work regrding HDR tone mpping for hed-mounted displys, this work begins by considering how to extend simple globl opertor for use in the sitution when user only looks t portion of the imge. Then, simple model for humn eye dpttion is introduced in the second hlf of the section Viewport Luminnce Adjustment Scling the dynmic rnge of n imge by the scene s key vlue cn be seen s setting the exposure on cmer. The key vlue cn be pproximted by the log-verge luminnce [12, 13] of the imge pixels: L w = X 1 exp( log(δ + )) N x,y () (b) Figure 2: () The user s field of view (pproximted by the red box) cn be significntly smller thn the entire pnorm. (b) The log verge luminnce of the viewport surrounding ech pixel. bright objects will be perceptible. On the other hnd, detil round drk objects will be more perceptible if the key vlue is very drk. This mpping, unfortuntely, tkes into ccount ll vlues in the HDR pnorm in order to compute the key vlue. Since the user only looks t portion of pnorm t time (s shown in Fig. 2), more ccurte mpping should consider only the portion which the user cn see with hed-mounted disply. Thus, we introduce seprte key vlue for ech user viewport. Specificlly, we cn now introduce n dditionl temporl component to the key vlue clcultion: (1) L w (V (t)) = X 1 exp( (log(δ + ))) N (3) x,y V (t) where is the world luminnce of the pixels t loction x, y. Then, the displyed luminnce cn be clculted s: (2) Ld (x, y) = L w where is user prmeter specifying the vlue which the key vlue of the scene is mpped. Thus, we cn see tht, if the scene is bright, i.e., the vlue of L w is lrge, then the dynmic rnge will be mpped such tht detils round so tht the key vlue is clculted only over the pixels in the user s viewport t given time. The displyed luminnce cn be modified ccordingly: Ld (x, y, t) = L w (V (t)) (4) Note tht the clcultion of the viewport which user views is complicted by the fct tht the viewport is pro-

3 jection of the pnorm onto rectngulr plne. One potentil solution is to compute the log verge luminnce t run time, thus ensuring the log verge is computed over the correct vlues. However, this introduces noticeble nd uncceptble dely into hed-mounted disply system which requires very low ltency. To mitigte this problem, the log verge luminnce ws clculted offline nd stored s lookup tble t run time (see Fig. 2b). Furthermore, the viewport ws pproximted by lrge window in the equirectngulr pnorm domin. This pproximtion works well t the regions corresponding to the equtor but contins lrge distortions ner the poles Simple Adpttion Model While there hs been much prior work modeling the dpttion of the humn visul system, this work ims only to simulte smll fctor. In prticulr, while light dpttion (going from drk bckground to bright bckground) occurs quickly, drk dpttion occurs reltively slowly. We rewrite our displyed luminnce s: (5) Ld (x, y, t) = y(t) Without considering dpttion, we hve (s in our previous eqution): y(t) = L w (V (t)) (6) Figure 3: Simple response curves for light nd drk dpttion. Note tht the updte occurs in the liner luminnce domin. user would view different portion of the pnorm depending on their viewing direction. Due to the simplicity of the tone mpping opertion nd the use of offline computtions, the system rn t greter thn 60fps resulting in smooth opertion with the hed-mounted disply. Fig. 4 To consider dpttion, we introduce the following updte rule: y(t) = αl w (V (t)) + (1 α)y(t 1) (7) This results in rpid pproch to the trget vlue where the rte of pproch decys s the trget vlue is reched. See Fig. 3 for n illustrtion of the behvior of the updte rule. While the behvior is similr for both drk nd light dpttion in the liner luminnce domin, the perceptible effect is different. As described by Weber s lw, chnges in luminnce re more perceptible t low bckground intensities thn t high bckground intensities. Thus, modeling drk dpttion s n exponentil decy to the trget vlue will be perceived s liner drop in key vlue. Modeling light dpttion s n exponentil rise to the trget vlue will be perceived s much fster rise to the key vlue. In other words, while our updte rule is the sme for both drk nd light dpttion, the user will feel s if drk dpttion occurs reltively slower thn light dpttion. 4. Results This system ws deployed using n OpenGL pnorm viewer in combintion with n Oculus Rift DK2. HDR content long with offline computtions (e.g,. viewport luminnce verges) were loded nd shders were used to dynmiclly tone mp HDR content to resulting texture. These textures were mpped to spheres so tht the Figure 4: Globl (left eye) vs. viewport (right eye) tone mpping opertors. The top view nd bottom view shows how the viewport method chnges its tone mpping method bsed on the viewble pixels.

4 5. Discussion We introduced dynmic tone mpping opertor which tkes into ccount tht user wers hed-mounted disply to view n HDR pnorm. This llows us consider only the pixels displyed to the user t ny given time rther thn ll pixels. This simple tone mpping opertor resulted in rel-time processing, suitble for use with hed-mounted disply. Furthermore, we introduced simple dpttion model which ccounted for the fct tht drk dpttion tkes reltively longer mount of time thn light dpttion. The performnce of our new tone mpping opertor ws verified with smll subjective study. 6. Future Work Figure 5: Drk dpttion simultion. The user hs just viewed bright scene nd strts viewing drk region t t = 0. As time progresses, the viewport gets brighter to simulte the effect of the user dpting from light to drk region. shows the difference between using globl tone mpping opertor nd the viewport tone mpping opertor used in this report. The globl opertor uses the sme function s the viewport opertor except tht the key vlue pproximtion is computed over the entire imge rther thn just the viewport. Fig. 5 shows the effect of drk dpttion with the globl tone mpping opertor used gin for comprison. While the dpttion model is simple, it produces temporlly smooth nd plesing result. To verify these results, smll subjective test ws performed. A stndrd A/B comprison ws used to compre the globl nd viewport bsed tone mpping opertors. 8 dults rnging between were shown results from both tone mpping opertors nd sked which they preferred. The results re shown in Tb. 1. While the test ws smll, there is cler preference towrds the viewport tone mpping opertor. Globl Viewport Tble 1: Results from n A/B comprison between using globl vs. viewport tone mpping opertor. Number represents the count of people who preferred tht method. One person noted the differences between the methods but could not choose which he preferred (hence the 0.5). There re lest three mjor venues still left for explortion. First, the dpttion model used in this report ws very simple. There hs been much work in ccurtely modeling the dpttion of the humn visul system nd pplying the concepts lerned in this re could led to more relistic result. Second, humns perceive objects in their fovel vision different thn in their peripherl vision. In prticulr, detil cn only be perceived in the fovel region. This suggests tht tone mpping opertor for hed-mounted displys should tret these regions differently. Third, eye-trcking would llow the tone mpper to know exctly wht user is looking t. The limittions of the hed-mounted disply re tht user does not lwys look directly t the center pixels. These possibilities, long with the rpid development of new hed-mounted displys nd even HDR pnorm video, mke the study of HDR with hed-mounted displys n interesting topic to study further. References [1] T. O. Aydin, N. Stefnoski, S. Croci, M. H. Gross, nd A. Smolic. Temporlly coherent locl tone mpping of HDR video. ACM Trns. Grph. (), 33(6):196 13, [2] F. Drgo, K. Myszkowski, T. Annen, nd N. Chib. Adptive Logrithmic Mpping For Displying High Contrst Scenes. Comput. Grph. Forum (), 22(3): , [3] F. Durnd nd J. Dorsey. Fst bilterl filtering for the disply of high-dynmic-rnge imges. SIGGRAPH, 21(3): , [4] R. Fttl, D. Lischinski, nd M. Wermn. Grdient domin high dynmic rnge compression. SIGGRAPH, 21(3): , [5] J. A. Ferwerd, S. N. Pttnik, P. Shirley, nd D. P. Greenberg. A Model of Visul Adpttion for Rel-

5 istic Imge Synthesis. SIGGRAPH, pges , [6] S. B. Kng, M. Uyttendele, S. Winder, nd R. Szeliski. High dynmic rnge video. ACM Trnsctions on Grphics, 22(3): , July [7] P. Ledd, L. P. Sntos, nd A. Chlmers. A locl model of eye dpttion for high dynmic rnge imges. Afrigrph, pges , [8] R. Mntiuk, S. J. Dly, nd L. Kerofsky. Disply dptive tone mpping. ACM Trns. Grph. (TOG) 27(3), 27(3):1, [9] R. Mntiuk, K. Myszkowski, nd H.-P. Seidel. A perceptul frmework for contrst processing of high dynmic rnge imges. TAP, 3(3): , [10] S. N. Pttnik, J. Tumblin, Y. H. Yee, nd D. P. Greenberg. Time-dependent visul dpttion for fst relistic imge disply. SIGGRAPH, pges 47 54, [11] E. Reinhrd nd K. Devlin. Dynmic Rnge Reduction Inspired by Photoreceptor Physiology. IEEE Trns. Vis. Comput. Grph. (), 11(1):13 24, [12] E. Reinhrd, M. M. Strk, P. Shirley, nd J. A. Ferwerd. Photogrphic tone reproduction for digitl imges. SIGGRAPH, 21(3): , [13] E. Reinhrd, G. Wrd, S. N. Pttnik, P. E. Debevec, nd W. Heidrich. High Dynmic Rnge Imging - Acquisition, Disply, nd Imge-Bsed Lighting (2. ed.). Acdemic Press, [14] R. Ure, P. Mrtnez-Cd, J. Gmez-Lpez, C. Morills, nd F. Pelyo. Rel-time tone mpping on gpu nd fpg. EURASIP Journl on Imge nd Video Processing, 2012(1), 2012.

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