A lighting model aiming at drive simulators
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Physically-based glare effects for digital images
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A Visibility Matching Tone Reproduction Operator for High Dynamic Range Scenes
IEEE Transactions on Visualization and Computer Graphics
Glare Generation Based on Wave Optics
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Glare simulation and its application to evaluation of bright lights with spectral power distribution
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting (The Morgan Kaufmann Series in Computer Graphics)
Multidimensional image retargeting
SIGGRAPH Asia 2011 Courses
Realistic simulation of human contrast perception after headlight glares in driving simulations
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Hi-index | 0.00 |
The glare illusion is commonly used in CG rendering, especially in game engines, to achieve a higher brightness than that of the maximum luminance of a display. In this work, we measure the perceived luminance of the glare illusion in a psychophysical experiment. To evoke the illusion, an image is convolved with either a point spread function (PSF) of the eye or a Gaussian kernel. It is found that 1) the Gaussian kernel evokes an illusion of the same or higher strength than that produced by the PSF while being computationally much less expensive, 2) the glare illusion can raise the perceived luminance by 20 -- 35%, 3) some convolution kernels can produce undesirable Mach-band effects and thereby reduce the brightness boost of the glare illusion. The reported results have practical implications for glare rendering in computer graphics.