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Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye (Eurographics 2009 Supplemental Video)

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Uploaded by on Dec 1, 2008

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.

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  • the more effects the uglyer everythig looks because off all the 'artist" who are like retarded kids who think"""uuu bklur,bloom,glare...."

  • @vtastek: Bokeh is a camera specific effect not associated with human vision. The shape of the bokeh is dependent on the shape of the aperture.

    DOF and glare are independent phenomena. No matter how strong the DOF is, the glare is always ”in focus”. That’s because the location of the lens is always the same, in contrast to the distance of objects that are in focus, depending on the shape of the lens.

  • nice

  • The wraparounds @3:05 are annoying in real scenes and must be avoided by lowering the quality (window func) or by doubling the convolution's dimensions.

    The convolution itself is fast but requires a lot of optimized code, otherwise one ends up with 20 4096^2 FFTs per frame for full HD.

    It can hardly be combined with multisampling or DoF and needs a lot of fine tuning and sophisticated math knowledge.

    Great proof of concept and very professional work, but nothing to be implemented before 2015.

  • That's great! I've ever wondered how this effect works in eye and how it could be modelled.

  • Wow, just wow

  • What path should I follow to mix it with DoF? And where bokeh stands on all this?

  • Good job! Well done, guys! Keep the pace :)

  • Wow!!!

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