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dc.contributor.authorNeumann, Laszloen_US
dc.contributor.authorMatkovic, Kresimiren_US
dc.contributor.authorNeumann, Attilaen_US
dc.contributor.authorPurgathofer, Werneren_US
dc.date.accessioned2015-02-15T19:23:13Z
dc.date.available2015-02-15T19:23:13Z
dc.date.issued1998en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00287en_US
dc.description.abstractEvery rendering process consists of two steps. The first is the computing of luminance values by methods like ray tracing or radiosity, and the second step is the mapping of the computed values to values appropriate for displaying. In the last years, as alternative to simple linear scaling which maps the average value to the medium luminance, some new ways of mapping were introduced. These new methods are based on photography analogies and on human vision models. All existing methods follow, implicitly or explicitly, the reflected light metering principle. The method introduced in this paper is the first that follows the incident light metering used in professional photography and in the movie industry. Actually the irradiances are measured using a set of diffusors, which are placed automatically in the scene, and a linear scale factor based on these measurements is used to map the computed radiances to the display device. The diffusors act as half space integrators, they collect the light energy from all half space directions. The light comes from the primary light sources, or it is the result of various interreflections. The newly introduced method reproduces original colors faithfully even for scenes with very low or very high average reflectivity.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleIncident Light Metering in Computer Graphicsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume17en_US
dc.description.number4en_US
dc.identifier.doi10.1111/1467-8659.00287en_US
dc.identifier.pages235-247en_US


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