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Computational Photography, an AI-powered Slopendium — 18 Tone mapping and display
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▸Part 18 TONE MAPPING AND DISPLAY⧉
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▸18.1 Tone mapping and perception⧉
18.1.1 Why a faithful copy looks flat: four causes⧉
18.1.2 The four do not multiply⧉
18.1.3 What local tone mapping relies on⧉
▸18.2 Global tone mapping⧉
18.2.1 Two families: global and local⧉
18.2.2 Scale factors and logarithms: Ward and Drago⧉
18.2.3 One curve for everything: Reinhard's photographic operator⧉
18.2.4 Histogram adjustment: a curve shaped by the image⧉
18.2.5 Why log space helps⧉
18.2.6 From luminance to color⧉
18.2.7 Why a single curve cannot win⧉
18.2.8 Choosing and checking a tone map⧉
▸18.3 Two-scale and bilateral tone mapping⧉
18.3.1 Base and detail⧉
18.3.2 The first attempt, and its halos⧉
18.3.3 LCIS: diffusion that stops at edges⧉
18.3.4 Bilateral tone mapping⧉
18.3.5 The decomposition zoo, and what it fixes⧉
▸18.4 Exposure fusion⧉
18.4.1 Three qualities, one weight⧉
18.4.2 Blending without seams⧉
18.4.3 Why it survives⧉
▸18.5 Local Laplacian filtering and other multiscale methods⧉
18.5.1 Multiscale models of adaptation⧉
18.5.2 Subband companding: Li, Sharan and Adelson⧉
18.5.3 Local Laplacian filters⧉
18.5.4 Pyramids in exposure fusion and phones⧉
▸18.6 Gradient-domain tone mapping⧉
18.6.1 Attenuating large gradients: Fattal, Lischinski and Werman⧉
18.6.2 Why it is hard to control⧉
18.6.3 A screened version: anchoring the large scales⧉
▸18.7 Tone mapping as perceptual optimization⧉
18.7.1 Display-adaptive tone mapping⧉
18.7.2 iCAM06: the color appearance route⧉
18.7.3 Why they did not take over⧉
▸18.8 Display rendering transforms and color⧉
18.8.1 From operators to view transforms⧉
18.8.2 Per-channel curves and the hue problem⧉
18.8.3 The responses: AgX, OpenDRT, ACES 2.0 and PBR Neutral⧉
18.8.4 Looks and grading⧉
18.8.5 Learned tone mapping, in brief⧉
▸18.9 High dynamic range in traditional photography⧉
18.9.1 Three places to intervene⧉
18.9.2 Combination printing: Le Gray and his successors⧉
18.9.3 Reducing the range of the scene: lighting⧉
18.9.4 Filters at capture: graduated neutral density and its relatives⧉
18.9.5 Exposure and development: the negative's curve⧉
18.9.6 The Zone System⧉
18.9.7 Printing: paper grade, dodging and burning⧉
18.9.8 Masking: the darkroom's base and detail⧉
18.9.9 What carried over to computation⧉
▸18.10 HDR displays and display mapping⧉
18.10.1 What a display can actually show⧉
18.10.2 HDR displays and dual modulation⧉
18.10.3 Display mapping: rendering for the display at hand⧉
18.10.4 Gain maps on displays of different headroom⧉
18.10.5 Inverse tone mapping⧉
▸18.11 Evaluating tone mapping⧉
18.11.1 Why the comparisons disagree⧉
18.11.2 What can be measured without a reference⧉
18.11.3 What needs people⧉
18.11.4 What to report⧉
18.12 HDR TLDR⧉