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:
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!