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Content available remote Algorithm of HDR image preparation for discomfort glare assessment
EN
The CIE UGR is the widely applied measure of a discomfort glare in the interior working environment. An array photometer allows calculating the UGR according to the international standards, but a range of luminance dependent on a source of light can exceeds considerably capabilities of camera matrix sensor. High Dynamic Range Imaging (HDRI) technique solves this problem. In the article an effective algorithm of preparing the set of photographs for creating HDR images in UGR calculation was proposed.
PL
UGR jest powszechnie stosowanym parametrem do oceny olśnienia przykrego we wnętrzach. Detektor matrycowy pozwala wyznaczyć wartość UGR zgodnie z przyjętymi normami międzynarodowymi. Aby uzyskać odpowiednio szeroki zakres rejestrowanej luminancji stosowana jest technika obrazów o podwyższonym zakresie tonalnym (HDRI). W artykule zaproponowano efektywny algorytm przygotowania serii zdjęć HDRI na potrzeby pomiaru UGR.
EN
Video systems are used in Intelligent Transportation Systems for vehicles’ tracking. Cameras typically used in these systems are characterized by relatively low dynamic range which is only a fragment of the dynamic range of the human eye. In order to adapt to the lighting conditions the cameras feature dynamic changes of the gain and exposure. For vehicles there is a very wide range of the observed brightness of details because of the variety of vehicles’ colors and the presence of elements reflecting light in different ways, as well as changing lighting conditions. This means that even if the camera is able to capture the relevant dynamic range, there is a restriction of the distinguishability of details, which is essential in the process of detecting the location of vehicles. The use of HDR imaging techniques based on various exposures helps to increase the dynamic range and improves the accuracy of vehicles’ positions estimation.
3
Content available remote Image-based illumination on the GPU
EN
In many computer graphics applications it is desirable to augment virtual objects with high dynamic range images representing the real environment. In order to provide an illusion that virtual objects are part of the real scene, illumination of the environment should be taken into account when rendering them. Proper calculation of the illumination from an environment map may be extremely expensive if we wish to account for occlusion, self shadowing and specular materials. In this paper we present a method that performs all the calculations on a per-frame basis, and is already real-time on non-cutting-edge hardware.
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