(You can see that back in 1998, these HDR panos were made with a
big ball-bearing. Both HDR and panoramas have come a long way since
then.)
Thanks for the link, Mark.
This is quite different from the "tonemapped" panoramic HDRs that
many VR photographers use and display.
That's what I'm familiar with.
The capture can be similar, but an HDR pano itself (used in 3D
rendering) cannot be displayed or printed out as-is.
I'm familiar with the general process of tonal compression (tone
mapping) required to output HDR images for print and computer
display, but I have little experience with 3D rendering.
People that know photography for print or interactive VRs can apply
some of the same things to HDR panos for 3D lighting and rendering,
but without the complete picture technical details get
oversimplified and efficiency and quality drop like a stone.
[...]
The ultra-high-res panos are used *to make images* for print. The
pano itself is seen in the reflection on an object, but the image
also serves as some of the lighting of the scene (see the above
link). These days about 10% of the car ads you see in print (yes,
it is still that low, at least in North America) are a combination
of photography and 3D imagery, so the reflections on the body of a
3D car come from an HDR pano. You are much more likely to see the
effects of this technique used in TV ads and in the movies, but
those images are done at a much lower resolution.
So HDR photography at this time is used primarily in the advertising
and entertainment industry? Just trying to get a grasp on how savvy
photographers can make a living at this craft.
Well, I guess I should read that article and then try to get up to
speed with where the state of the art is currently. I'll probably be
back with more questions...
Regards,
---
Steve Schacht
email@hidden
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