/* * Copyright (C) 2003 Fabien Chereau * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef _STELTONEREPRODUCER_HPP_ #define _STELTONEREPRODUCER_HPP_ //! Converts tones in function of the eye adaptation to luminance. //! The aim is to get on the screen something which is perceptualy accurate, //! ie. to compress high dynamic range luminance to CRT display range. //! The class perform mainly a fast implementation of the algorithm from the //! paper [1], with more accurate values from [2]. The blue shift formula is taken //! from [3] and combined with the Scotopic vision formula from [4]. //! //! Important : you may call setDisplayAdaptationLuminance() //! and setWorldAdaptationLuminance() before any call to xyYToRGB() //! or adaptLuminance otherwise the default values will be used. (they are //! appropriate for a daylight sky luminance) //! //! REFERENCES : //! Thanks to all the authors of the following papers I used for providing //! their work freely online. //! //! [1] "Tone Reproduction for Realistic Images", Tumblin and Rushmeier, //! IEEE Computer Graphics & Application, November 1993 //! //! [2] "Tone Reproduction and Physically Based Spectral Rendering", //! Devlin, Chalmers, Wilkie and Purgathofer in EUROGRAPHICS 2002 //! //! [3] "Night Rendering", H. Wann Jensen, S. Premoze, P. Shirley, //! W.B. Thompson, J.A. Ferwerda, M.M. Stark //! //! [4] "A Visibility Matching Tone Reproduction Operator for High Dynamic //! Range Scenes", G.W. Larson, H. Rushmeier, C. Piatko class StelToneReproducer { public: //! Constructor StelToneReproducer(); //! Desctructor virtual ~StelToneReproducer(); //! Set the eye adaptation luminance for the display (and precompute what can be) //! Usual luminance range is 1-100 cd/m^2 for a CRT screen //! @param displayAdaptationLuminance the new display luminance in cd/m^2. The initial default value is 50 cd/m^2 void setDisplayAdaptationLuminance(float displayAdaptationLuminance); //! Set the eye adaptation luminance for the world (and precompute what can be) //! @param worldAdaptationLuminance the new world luminance in cd/m^2. The initial default value is 40000 cd/m^2 for Skylight //! Star Light : 0.001 cd/m^2 //! Moon Light : 0.1 cd/m^2 //! Indoor Lighting : 100 cd/m^2 //! Sun Light : 100000 cd/m^2 void setWorldAdaptationLuminance(float worldAdaptationLuminance); //! Get the eye adaptation luminance for the world float getWorldAdaptationLuminance() const {return Lwa;} //! Set the global scale applied to input lumiances, i.e before the adaptation //! It is the parameter to modify to simulate aperture*exposition time //! @param scale the global input scale void setInputScale(float scale=1.f); //! Get the global scale applied to input lumiances, i.e before the adaptation float getInputScale() const {return inputScale;} //! Set the maximum luminance of the display (CRT, screen etc..) //! This value is used to scale the RGB range //! @param maxdL the maximum lumiance in cd/m^2. Initial default value is 120 cd/m^2 void setMaxDisplayLuminance(float maxdL) {oneOverMaxdL = 1.f/maxdL; lnOneOverMaxdL=std::log(oneOverMaxdL); term2TimesOneOverMaxdLpOneOverGamma = std::pow(term2*oneOverMaxdL, oneOverGamma);} //! Get the display gamma //! @return the display gamma. Default value is 2.2222 for a CRT float getDisplayGamma() const {return 1.f/oneOverGamma;} //! Set the display gamma //! @param gamma the gamma. Initial default value is 2.2222 void setDisplayGamma(float gamma) {oneOverGamma = 1.f/gamma; term2TimesOneOverMaxdLpOneOverGamma = std::pow(term2*oneOverMaxdL, oneOverGamma);} //! Return adapted luminance from world to display //! @param worldLuminance the world luminance to convert in cd/m^2 //! @return the converted display luminance in cd/m^2 float adaptLuminance(float worldLuminance) const { return std::pow((float)(inputScale*worldLuminance*M_PI*0.0001f),alphaWaOverAlphaDa) * term2; } //! Return adapted luminance from display to world //! @param displayLuminance the display luminance to convert in cd/m^2 //! @return the converted world luminance in cd/m^2 float reverseAdaptLuminance(float displayLuminance) const { return std::pow((float)(displayLuminance/term2),1.f/alphaWaOverAlphaDa)/(inputScale*M_PI*0.0001f); } //! Return adapted luminance from world to display with 1 corresponding to full display white //! @param worldLuminance the world luminance to convert in cd/m^2 //! @return the converted display luminance with 1 corresponding to full display white. The value can be more than 1 when saturation.. float adaptLuminanceScaled(float worldLuminance) const { return adaptLuminance(worldLuminance)*oneOverMaxdL; } //! Return adapted luminance from display to world with 1 corresponding to full display white //! @param displayLuminance the display luminance with 1 corresponding to full display white. The value can be more than 1 when saturation.. //! @return the converted world luminance in cd/m^2 float reverseAdaptLuminanceScaled(float displayLuminance) const { return reverseAdaptLuminance(displayLuminance/oneOverMaxdL); } //! Return adapted ln(luminance) from world to display with 1 corresponding to full display white //! @param lnWorldLuminance the world luminance to convert in ln(cd/m^2) //! @param pFact the power at whihc the result should be set. The default is 0.5 and therefore return the square root of the adapted luminance //! @return the converted display set at the pFact power. Luminance with 1 corresponding to full display white. The value can be more than 1 when saturation.. float adaptLuminanceScaledLn(float lnWorldLuminance, float pFact=0.5f) const { const float lnPix0p0001 = -8.0656104861f; return std::exp(((lnInputScale+lnWorldLuminance+lnPix0p0001)*alphaWaOverAlphaDa+lnTerm2+lnOneOverMaxdL)*pFact); } //! Convert from xyY color system to RGB. //! The first two components x and y indicate the "color", the Y is luminance in cd/m^2. //! @param xyY an array of 3 floats which are replaced by the converted RGB values void xyYToRGB(float* xyY) const; void getShadersParams(float& a, float& b, float & c) const { a=alphaWaOverAlphaDa; b=oneOverGamma; c=term2TimesOneOverMaxdLpOneOverGamma; } private: // The global luminance scaling float inputScale; float lnInputScale; // std::log(inputScale) float Lda; // Display luminance adaptation (in cd/m^2) float Lwa; // World luminance adaptation (in cd/m^2) float oneOverMaxdL; // 1 / Display maximum luminance (in cd/m^2) float lnOneOverMaxdL; // log(oneOverMaxdL) float oneOverGamma; // 1 / Screen gamma value // Precomputed variables float alphaDa; float betaDa; float alphaWa; float betaWa; float alphaWaOverAlphaDa; float term2; float lnTerm2; // log(term2) float term2TimesOneOverMaxdLpOneOverGamma; }; #endif // _STELTONEREPRODUCER_HPP_