Lesson 6 HDR: Tone Mapping, Bloom effect PV227 – GPU Rendering Jiˇrí Chmelík, Jan ˇCejka Fakulta informatiky Masarykovy univerzity 24. 10. 2016 PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 1 / 31 HDR – Theory Basics High Dynamic Range HDRI (“high dynamic range imaging”) HDRR (“high dynamic range rendering”) Developed to make on-screeen rendering more natural (human-eye like) Range of intensities: software: often only 8 bits ⇒ only 256 steps hardware: quite limited (black is not black, bright white is much less brighter than sun light) human eye. . . PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 2 / 31 Human Eye – Range of perceptible intensities illumination condition illuminance (lux) Full moon 1 Street lighting 10 Home lighting 30 to 300 Office desk lighting 100 to 1 000 Surgery lighting 10 000 Direct sunlight 100 000 Vast range of perceptible intensities. But not concurrently! PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 3 / 31 Human Eye Perception Imperfection What are the colors of marked fields? PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 4 / 31 Human Eye Perception Imperfection What are the colors of marked fields? The SAME! PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 5 / 31 Capturing, Rendering We can capture (or model) and “realistically” render both the dark scenes and the bright scenes without HDR. The problem is with scenes with high dynamic range... PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 6 / 31 Capturing HDR Content To capture HDR content with LDR camera: 1 capture more shots with different exposure settings 2 Compose final image with “tone mapping” technique EV -4 EV -1 EV +1 EV +4 Source: https://en.wikipedia.org/wiki/High-dynamic-range_imaging PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 7 / 31 Rendering HDR Content Various methods to convert HDR content into LDR image exists: Contrast reduction Local tone mapping PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 8 / 31 HDR Effects Bloom (blooming, glow) – “overflowing” of light to surrounding objects Other buffers, techniques: light maps, skybox, . . . Advanced technique: “Temporally Coherent Local Tone Mapping”: https://youtu.be/6yItM8UB7k4 PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 9 / 31 Implemantation of HDR Rendering Common color buffer format: R8G8B8 Don’t forget: values are clamped to range < 0.0, 1.0 > We need high dynamic range buffer We can simply switch to R16G16B16A16F No clamping of values glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, win_width, win_height, 0, GL_RGBA, GL_FLOAT, nullptr); PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 10 / 31 HDR Tone Mapping – Overview Set-up HDR buffer (TASK 1) First pass: compute lighting of scene into HDR buffer The SAME computations, just no clamping of values Second pass: use one of algorithms to tone map HDR buffer to (LDR) frame-buffer (TASK 2) Following passes: reuse existing HDR buffer to other effects. . . PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 11 / 31 Tone Mapping – “Reinhard” technique Among the simplest tone mapping techniques – simple remapping of HDR values to range < 0.0, 1.0 > by division. // read color from HDR texture vec3 hdrColor = texture(hdrBuffer, TexCoords).rgb; // simple reinhard mapping vec3 result = hdrColor / (hdrColor + vec3(1.0)); PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 12 / 31 Tone Mapping – “Adjustable Exposure” technique Allow us to render scene with different exposures: rgb = 1 − 2−hdr∗exposure // read color from HDR texture vec3 hdrColor = texture(hdrBuffer, TexCoords).rgb; // Exposure tone mapping vec3 mapped = vec3(1.0) - exp2(-hdrColor * exposure); PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 13 / 31 Tone Mapping – Gamma Correction Could be combined with all tone mapping techniques. // read from texture // Do a tone mapping vec3 mapped = ... // Gamma correction mapped = pow(mapped, vec3(1.0 / gamma)); PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 14 / 31 Tone Mapping – Results Tone mapping: none PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 15 / 31 Tone Mapping – Results Tone mapping: “Reinhard” technique PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 16 / 31 Tone Mapping – Results Tone mapping with exposure: 0.25 PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 17 / 31 Tone Mapping – Results Tone mapping with exposure: 1.0 PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 18 / 31 Tone Mapping – Results Tone mapping with exposure: 100 PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 19 / 31 Bloom Effect (Blooming, Glow) Imperfection of human eye (or camera sensor) which is overwhelmed by bright light. Light is “overflowing” to surrounding cells (pixels). In CG – added artificially to increase realism. Bloom can be used also in LDR, but with HDR make more sense. Figure Source: http://www.nationalgeographic.com/photography/photo-tips/overexposure-on-purpose-richardson/ PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 20 / 31 Bloom Effect – CG example Source: http://learnopengl.com/#!Advanced-Lighting/Bloom PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 21 / 31 Bloom Effect – Implementation Overview 1 Lit the scene (as always) 2 Fill buffer of pixels with high brightness (highlights) (TASK 3) 3 Blur the highlights buffer to simulate glow effect (TASK 4) 4 Compose original rendering with blurred highlights (TASK 5) How many passes we need? Do we need deffered shading? Can we exploit it? How? Where is HDR in this? PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 22 / 31 Bloom – Highlights Filtering (TASK3) In what shader? Compare fragment brightness to some threshold We are working with HDR buffers, treshold could be simply 1.0f Hint: brightness of pixel. . . vec3(0.299f, 0.587f, 0.114f) PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 23 / 31 Bloom – Blurring (TASK4) Blurring shader What is difference from blur_SSAO shader? Blur possibilities: Simple average Gaussian Repeated blurring – later Separable kernels . . . Think about effectiveness PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 24 / 31 Bloom – Composition (TASK5) Could be complicated in LDR, pretty easy with HDR buffers: 1 Simply add values of lit scene and blurred highlights 2 Use tone mapping as before PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 25 / 31 Bloom – Results Rendering without bloom PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 26 / 31 Bloom – Results Debug: highlights buffer PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 27 / 31 Bloom – Results Debug: blurred buffer PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 28 / 31 Bloom – Results Final image with bloom effect PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 29 / 31 What Next? How to combine effects? We can have: SSAO, HDR (Tone mapping + Bloom), DoF, Grain, Flares, etc. Lots of buffers needed – lots of memory needed Lots of “logic” needed to do it effectively Post-effect double buffering trick: For combining various post-process effects “Double buffer” for blurring – bonus task (TASK4b) Is it faster than separable kernels blurring? Assignment 1 PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 30 / 31 Further Reading John Hable: Uncharted 2: HDR lighting Extensive desciption of HDR in context of AAA game: gamma, linear space, filmic tone mapping, A lot more http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting About convolution computing https://cg.ivd.kit.edu/downloads/GPUComputing_assignment_3.pdf PV227 – GPU Rendering (FI MUNI) Lesson 6 – HDR 24. 10. 2016 31 / 31