亮度的眩光错觉

Akiko Yoshida, M. Ihrke, Rafał K. Mantiuk, H. Seidel
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引用次数: 31

摘要

眩光错觉通常用于CG渲染,特别是在游戏引擎中,以获得比显示器最大亮度更高的亮度。在这项工作中,我们在一个心理物理实验中测量了眩光错觉的感知亮度。为了唤起这种错觉,将图像与眼睛的点扩散函数(PSF)或高斯核进行卷积。研究发现,1)高斯核唤起了与PSF产生的相同或更高强度的错觉,而计算成本要低得多,2)眩光错觉可以将感知亮度提高20 - 35%,3)一些卷积核可以产生不希望的马赫带效应,从而降低眩光错觉的亮度提升。研究结果对计算机图形学中的眩光渲染具有实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Brightness of the glare illusion
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.
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