
eBook - ePub
High Dynamic Range Video
From Acquisition, to Display and Applications
- 630 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
High Dynamic Range Video
From Acquisition, to Display and Applications
About this book
At the time of rapid technological progress and uptake of High Dynamic Range (HDR) video content in numerous sectors, this book provides an overview of the key supporting technologies, discusses the effectiveness of various techniques, reviews the initial standardization efforts and explores new research directions in all aspects involved in HDR video systems.
Topics addressed include content acquisition and production, tone mapping and inverse tone mapping operators, coding, quality of experience, and display technologies. This book also explores a number of applications using HDR video technologies in the automotive industry, medical imaging, spacecraft imaging, driving simulation and watermarking.
By covering general to advanced topics, along with a broad and deep analysis, this book is suitable for both the researcher new or familiar to the area.
With this book the reader will:
- Gain a broad understanding of all the elements in the HDR video processing chain
- Learn the most recent results of ongoing research
- Understand the challenges and perspectives for HDR video technologies
- Covers a broad range of topics encompassing the whole processing chain in HDR video systems, from acquisition to display
- Provides a comprehensive overview of this fast emerging topic
- Presents upcoming applications taking advantages of HDR
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Yes, you can access High Dynamic Range Video by Frédéric Dufaux,Patrick Le Callet,Rafal Mantiuk,Marta Mrak in PDF and/or ePUB format, as well as other popular books in Computer Science & Digital Media. We have over one million books available in our catalogue for you to explore.
Information
Chapter 1
The Fundamental Basis of HDR
Comparametric Equations
S. Mann*,†,‡; M.A. Ali* * University of Toronto, Toronto, ON, Canada
† Rotman School of Management CDL, Toronto, ON, Canada
‡ Meta, Redwood City, CA, United States
† Rotman School of Management CDL, Toronto, ON, Canada
‡ Meta, Redwood City, CA, United States
Abstract
We live our lives surrounded by sensors. Entire cities are being built with an image sensor in every streetlight. Automatic doors, automatic handwash faucets, and automatic flush toilets that once used “single-pixel” infrared sensors are now using sensor arrays with 128 or 1024 pixels, along with more sophisticated structured infrared illumination for real-time computer vision. This Internet of things produces a worldwide web of surveillance (oversight) all around us. But surveillance is only a half-truth — one side of the veillance story. Bearable (wearable or implantable) computing and sensing, also known as “sousveillance” (“undersight”), “quantified self,” or “biohacking,” is the other veillance. Together these two veillances give us the whole truth (both sides of the veillance story). Wearable computer vision (“digital eyeglass”) was the original motivation for high dynamic range (HDR) imaging (quantimetric/quantigraphic sensing), but today, HDR is used not just to help people see (sousveillance), but also to help machines see (surveillance). Today we live in a “veillance society” — a world of sensing and metasensing for wearables, humans, and things. Reality has a tremendous dynamic range, so HDR is an important part of veillance. This chapter presents the fundamentals of HDR, along with its past, present, and a look to the future.
Keywords
High dynamic range; Comparametric equations; Quantigraphic sensing; Quantimetric sensing; Wearable computing; Internet of things; Surveillance; Sousveillance; Veillance
Table of contents
- Cover image
- Title page
- Table of Contents
- Copyright
- Contributors
- Editor Biographies
- Preface
- Acknowledgments
- Chapter 1: The Fundamental Basis of HDR: Comparametric Equations
- Part I: Content Acquisition and Production
- Part II: Processing
- Part III: Representation and Coding
- Part IV: Display
- Part V: Perception and Quality of Experience
- Part VI: Applications
- Index