Visual perception in realistic image synthesis

Authors
Citation
A. Mcnamara, Visual perception in realistic image synthesis, COMPUT GR F, 20(4), 2001, pp. 211-224
Citations number
38
Categorie Soggetti
Computer Science & Engineering
Journal title
COMPUTER GRAPHICS FORUM
ISSN journal
01677055 → ACNP
Volume
20
Issue
4
Year of publication
2001
Pages
211 - 224
Database
ISI
SICI code
0167-7055(200112)20:4<211:VPIRIS>2.0.ZU;2-T
Abstract
Realism is often a primary goal in computer graphics imagery, and we strive to create images that are perceptually indistinguishable from an actual sc ene. Rendering systems can now closely approximate the physical distributio n of light in an environment. However physical accuracy does not guarantee that the displayed images will have authentic visual appearance. In recent years the emphasis in realistic image synthesis has begun to shift from the simulation of light in an environment to images that look as real as the p hysical environment they portray. In other words the computer image should be not only physically correct but also perceptually equivalent to the scen e it represents. This implies aspects of the Human Visual System (HVS) must be considered if realism is required. Visual perception is employed in man y different guises in graphics to achieve authenticity. Certain aspects of the visual system must be considered to identify the perceptual effects tha t a realistic rendering system must achieve in order to reproduce effective ly a similar visual response to a real scene. This paper outlines the manne r in which knowledge about visual perception is increasingly appearing in s tate-of-the-art realistic image synthesis. After a brief overview of the HV S, this paper is organized into four sections, each exploring the use of pe rception in realistic image synthesis, each with slightly different emphasi s and application. First, Tone Mapping Operators, which attempt to map the vast range of computed radiance values to the limited range of display valu es, are discussed. Then perception based image quality metrics, which aim t o compare images on a perceptual rather than physical basis, are presented. These metrics can be used to evaluate, validate and compare imagery. Third ly, perception driven rendering algorithms are described. These algorithms focus on embedding models of the HVS directly into global illumination comp utations in order to improve their efficiency. Finally, techniques for comp aring computer graphics imagery against the real world scenes they represen t are discussed.