Chapter 1 : The Background Story

1.1. Basic Questions

  • What is the Dynamic Range?
  • What was an Exposure Value again?
  • How do EV spans convert to that contrast ratio?
  • Isn’t Dynamic Range some audio unit?
  • Ah - bit depth! So 32 bit images are HDRI, right?
  • Now tell me, what is HDRI then?

1.2. How wee see the world

  • Adaptation
  • Nonlinear Response
  • Locale Adaptation

1.3. How real is analogue photography?

  • The chemistry that makes it work
  • Where the chemistry is flawed
  • How about analog post processing?
  • What’s wrong with digital?

1.4. Output media

  • The death of the Cathode Ray Tube
  • On into a bright future

Chapter 2 : New Tools

2.1. File Formats

Raw Formats

  • The Good and the Bad
  • And the Ugly
  • Where is our saviour?
  • OK, so does it make sense to shoot in RAW format?
  • But does it make sense to archive my RAW pictures?

Cineon and DPX

  • How to file a film negative
  • Unfortunately Uncompressed

Portable Float Map

  • A big dumb space eater

Floating Point TIFF

  • Whatever you want it to be
  • Has all the features, but none of them reliable
  • What it’s good for.

Radiance HDR

  • Accidentally founding HDRI
  • The magical 4th channel
  • More range than we’d ever need.
  • So, when should we use this format, then?

TIFF LogLuv

  • Made to match human perception
  • Using TIFF LogLuv in practice

OpenEXR

  • 16 is the new 32
  • Compression and features

High Dynamic Range JPEG

  • The Story of ERI
  • The Way of FJPEG
  • The Future of JPEG-HDR

Windows Media Photo

Private formats

2.2. Comparison of HDR image formats

  • Comparison Table
  • Size matters!
  • Conclusion

2.3. HDR Software

Small Utilities: Viewer and Browser

  • Mac OSX Tiger
  • HDRView
  • EXRdisplay
  • Jahplayer
  • Adobe Bridge
  • Irfanview
  • XNView
  • Comparison Table

Tools: HDR Generator and Tonemapper

  • HDRShop
  • Picturenaut
  • Photosphere
  • Photomatix
  • FDR Tools
  • Comparison Table

Fully Featured Image Editors

  • Photoshop CS3
  • Photogenics
  • Artizen HDR
  • Cinepaint
  • Pixel
  • Comparison Table
  • Forgotten someone?

Compositing Software

  • After Effects
  • Digital Fusion
  • Combustion
  • Shake
  • Nuke

Chapter 3 : Capturing HDRIs

3.1. Digital Imaging Sensors

  • The Problem: Getting a better minimum signal
  • Time-to-Saturation
  • Logarithmic CMOS Sensors
  • Digital Pixel Sensor / HDRC
  • Spatially Varying Exposure
  • SuperCCD SR

3.2. Handiwork

Capturing a bracketed exposure series

  • A word on analog
  • What is in your backpack?
  • Camera settings
  • Shooting Brackets
  • Autobracketing
  • Handheld capture
  • Tripod capture
  • Tethered shooting
  • Dealing with Ghosts

Calibrating your system

  • What the camera response curve is about
  • Does that really work from just looking at the final images?
  • Gamma or self-calibration or predetermined curve, that is the question!
  • Shooting a reference sequence
  • HDR Shop: grandpa let’s you look at his camera curve
  • Calibration today

Merging to HDRI

  • Aligning exposures
  • Inspection time
  • Isn’t it all the same?
  • Batch me up, Photomatix
  • Using RAW images instead

3.3. Retouching in Photoshop

  • Don’t throw it all away yet!
  • Basic cleanup
  • White balancing
  • Perspective correction and framing
  • Sharpening
  • Selective Color Correction

Chapter 4 : Tone Mapping

4.1. Hello Operator?

  • Back to normal

Global Operators

  • Simple Exposure and Gamma
  • Highlight Compression
  • Picturenaut: Photoreceptor
  • Photoshop: Equalize Histogram

Local Operators

  • Photoshop: Local Adaptation
  • Photomatix: Detail Enhancer
  • FDRTools: Compressor
  • ArtizenHDR: Lock06 / Fattal

Human Operator

  • Manual Dodge and Burn in Photoshop

4.2. Tone mapping practice

  • True-tone mapping
  • New impressionism
  • Texture extraction

4.3. HDR for practical fine art photography

by Uwe&Bettina Steinmüller
  • Capturing more dynamic range
  • Our personal road to HDR
  • Four Sample Workflows
  • Generating HDR images
  • Tone Mapping

4.4. Creative Tone Mapping Techniques

by Dieter Bethke
Five Detailed Tutorials:
  • Architecture Shots
  • Night Shots
  • Panorama Landscape
  • Dramatized Tone Mapping
  • Painterly Style

Chapter 5 : HDR Image Processing

5.1. Taking advantage of the full dynamic range

  • Blocking light: day for night workshop
  • Understanding the color picker
  • Painting with light
  • Color grading with Levels

5.2. Effect filters the more effective way

  • Motion Blur
  • Glow and Bleeding

Chapter 6: Shooting Panoramic HDRIs

6.1. Pano Lingo

  • Field Of View
  • Yaw, Pitch and Roll

Image Projections

  • Spherical Map / Latitude-Longitude / Equirectangular
  • Cubic Map / Horizontal Cross / Vertical Cross
  • Angular Map / Lightprobe
  • Fun Projections
  • Comparison Table

6.2. One Shot Technique

  • Spherocam HDR
  • Panoscan

6.3. Mirror Ball

Looking at mirrors

  • But that’s not really 360°, is it?
  • Got balls?
  • Ball on a stick

Shooting your ball properly

  • Merge to HDR
  • Unwrapping your balls
  • Problem areas

Stitching manually in Photoshop

  • Aligning the layers
  • Combine the good parts.
  • Bake it down
  • Getting rid of the pinching hole
  • Wrapping it all up

6.4. Segmental Capture

Basic Premises:

  • Sectors must overlap!
  • Turn around the Nodal Point!
  • Shoot consistent exposures!

Getting the right gear

  • Camera
  • Tripod
  • Lens
  • Fisheye lenses
  • Panoramic heads

Finding the nodal point

  • First axis
  • Second axis
  • Fisheye lenses and the nodal point

Finding the right rotation angles

  • How many sectors do we need?
  • The routine rule of thumb: Don't part anything!

The shoot

  • Camera Settings
  • A) MDR workflow:
  • B) HDR workflow:
  • Now shoot as fast you can!

Putting it all together

  • What way to go?
  • Get organized!

Direct HDR stitching with PTGui Pro

  • Aligning the images
  • What are those mysterious control points?
  • Fixing vertical lines
  • Fixing mismatched control points.
  • Finishing the panorama
  • Workflow alternatives

Classic workflow type with Hugin

  • Batch HDR merging
  • Batch tone mapping with Picturenaut
  • Stitching the tone mapped images with Hugin
  • Misdealing the cards
  • Some miscellaneous hints

6.5. Skydomes

  • What’s that good for?
  • Shooting fast like no other.
  • Dewarp and be done.
  • Rescuing a hurried shoot

6.6. Comparison

  • Comparison Table
  • Which technique is the one is for you?

Chapter 7: Application in CGI

7.1. Principles of Computer Generated Imaging

  • Modern times

Classing photorealistic rendering

  • Faking it all together
  • Negative Lights
  • Shadowmapping
  • Textures and ramps

Physically based rendering

  • Radiosity
  • Photon-Tracing
  • The basic premise of them all
  • Handling the simulation
  • Image Based Lighting: IBL

7.2. Brute Force simulation: a feasibility study

  • The basic ingredients
  • Where does the environment go?
  • Eyeballing the camera
  • Volunteers wanted
  • What we really learned from this

7.3. Advanced Setup Techniques

Keeping it straight

  • Why do my HDRI renderings turn out so dark?
  • The root of the problem.
  • A) Linear Workflow: Gamma out of LDR images!
  • One step further
  • B) Cheater’s Workflow: Gamma into HDR images!

Compositing is your friend

  • Keep your render buffers!
  • Tweaking Reflections
  • Ambient Occlusion - a pass like a poem
  • Deeper and deeper
  • Finishing touches

Sample wisely: split the light!

  • Why are my HDRI renderings so noisy?
  • Reflections
  • Background
  • Bigger backgrounds
  • How to handle a ball
  • Looking at the sun

7.4. Smart IBL

  • Introducing the one button solution
  • A universal pipeline tool
  • Creating and editing sIBL sets

7.5. More Creative Applications

Squeezing out light sources

  • LightGen
  • Better lights
  • LightBitch
  • Ye good old spinning light trick
  • What else is cool about these light domes?

HDR Cookies

  • Grabbing a light
  • Pimp my light!

Last Page

  • Thanks!