YaBeSH Engineering and Technology Library

    • Journals
    • PaperQuest
    • YSE Standards
    • YaBeSH
    • Login
    View Item 
    •   YE&T Library
    • ASME
    • Journal of Computing and Information Science in Engineering
    • View Item
    •   YE&T Library
    • ASME
    • Journal of Computing and Information Science in Engineering
    • View Item
    • All Fields
    • Source Title
    • Year
    • Publisher
    • Title
    • Subject
    • Author
    • DOI
    • ISBN
    Advanced Search
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Archive

    GPU Based Local Tone Mapping in the Context of Virtual Night Driving

    Source: Journal of Computing and Information Science in Engineering:;2013:;volume( 013 ):;issue: 002::page 21007
    Author:
    Berssenbrأ¼gge, Jan
    ,
    Bonner, Erik
    DOI: 10.1115/1.4024117
    Publisher: The American Society of Mechanical Engineers (ASME)
    Abstract: Virtual prototyping of automotive headlights requires a realistic illumination model, capable of rendering scenes of high contrast in fine detail. Due to the high dynamic range (HDR) nature of headlight beampattern data, which is projected onto the virtual road, high dynamic range illumination models are required. These are used as the basis for illumination in simulations for automotive headlight virtual prototyping. Since high dynamic range illumination models operate on brightness ranges commensurate with the real world, a postprocessing operation, known as tone mapping, is required to map each frame into the devicespecific range of the display hardware. Algorithms for tone mapping, called tonemapping operators, can be classified as global or local. Global operators are efficient to compute at the expense of scene quality. Local operators preserve scene detail, but, due to their additional computational complexity, are rarely used with interactive applications. Local tonemapping methods produce more usable visualization results for engineering tasks. This paper proposes a local tonemapping method suitable for use with interactive applications. To develop a suitable tonemapping operator, a state of the art local tonemapping method was accelerated using modern, workefficient GPU (graphics processing unit) algorithms. Optimal performance, both in terms of memory and speed, was achieved by means of generalpurpose GPU programming with CUDA (compute unified device architecture). A prototypic implementation has shown that the method works well with high dynamic range OpenGL applications. In the near future, the tone mapper will be integrated into the virtual night driving simulator at our institute.
    • Download: (1.232Mb)
    • Show Full MetaData Hide Full MetaData
    • Get RIS
    • Item Order
    • Go To Publisher
    • Statistics

      GPU Based Local Tone Mapping in the Context of Virtual Night Driving

    URI
    https://yetl.yabesh.ir/yetl1/handle/yetl/151220
    Collections
    • Journal of Computing and Information Science in Engineering

    Show full item record

    contributor authorBerssenbrأ¼gge, Jan
    contributor authorBonner, Erik
    date accessioned2017-05-09T00:57:09Z
    date available2017-05-09T00:57:09Z
    date issued2013
    identifier issn1530-9827
    identifier otherjcis_13_2_021007.pdf
    identifier urihttp://yetl.yabesh.ir/yetl/handle/yetl/151220
    description abstractVirtual prototyping of automotive headlights requires a realistic illumination model, capable of rendering scenes of high contrast in fine detail. Due to the high dynamic range (HDR) nature of headlight beampattern data, which is projected onto the virtual road, high dynamic range illumination models are required. These are used as the basis for illumination in simulations for automotive headlight virtual prototyping. Since high dynamic range illumination models operate on brightness ranges commensurate with the real world, a postprocessing operation, known as tone mapping, is required to map each frame into the devicespecific range of the display hardware. Algorithms for tone mapping, called tonemapping operators, can be classified as global or local. Global operators are efficient to compute at the expense of scene quality. Local operators preserve scene detail, but, due to their additional computational complexity, are rarely used with interactive applications. Local tonemapping methods produce more usable visualization results for engineering tasks. This paper proposes a local tonemapping method suitable for use with interactive applications. To develop a suitable tonemapping operator, a state of the art local tonemapping method was accelerated using modern, workefficient GPU (graphics processing unit) algorithms. Optimal performance, both in terms of memory and speed, was achieved by means of generalpurpose GPU programming with CUDA (compute unified device architecture). A prototypic implementation has shown that the method works well with high dynamic range OpenGL applications. In the near future, the tone mapper will be integrated into the virtual night driving simulator at our institute.
    publisherThe American Society of Mechanical Engineers (ASME)
    titleGPU Based Local Tone Mapping in the Context of Virtual Night Driving
    typeJournal Paper
    journal volume13
    journal issue2
    journal titleJournal of Computing and Information Science in Engineering
    identifier doi10.1115/1.4024117
    journal fristpage21007
    journal lastpage21007
    identifier eissn1530-9827
    treeJournal of Computing and Information Science in Engineering:;2013:;volume( 013 ):;issue: 002
    contenttypeFulltext
    DSpace software copyright © 2002-2015  DuraSpace
    نرم افزار کتابخانه دیجیتال "دی اسپیس" فارسی شده توسط یابش برای کتابخانه های ایرانی | تماس با یابش
    yabeshDSpacePersian
     
    DSpace software copyright © 2002-2015  DuraSpace
    نرم افزار کتابخانه دیجیتال "دی اسپیس" فارسی شده توسط یابش برای کتابخانه های ایرانی | تماس با یابش
    yabeshDSpacePersian