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Chapter 1 is an in-depth explanation of the ideas and concepts behind HDRI.

This chapter is the foundation, on which everything else is built up on. To understand the full range of opportunities, we must question some very basic concepts of digital and analog photography. You will be amazed to find out how little progress digital imagery has made until now, and how a simple twist on the basic premise of digital - on the bits and bytes - can suddenly push it beyond the boundaries of what has been ever thought to be possible in analog.

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Chapter 2 presents all the tools needed for a high dynamic workflow.

Conventional image formats have proven to be insufficient, and conventional software is still quite limited when dealing with HDR images. I will introduce and compare new image formats and programs, rate them and give advice on how to integrate them into your own workflow. This chapter is also most useful as quick reference, that will come in handy on a million occasions.

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Chapter 3 is all about capturing HDR images.

You get to know both: the scientific way and the easy way. I will walk you through different methods, and compare the results, so you can choose the method that suits your own situation best. Also, we take a peek into some research labs and learn about the future of taking HDR images. It‘s only a question of time that High Dynamic Range will be the standard and not the exception. So let’s look ahead to be prepared for tomorrow’s standard.

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Chapter 4 is dedicated to Tonemapping.

You get introduced you to automatic algorithms as well as creative methods to reduce the tonal range of an HDRI while preserving all the details. This chapter is especially designed for all you photographers, because here is where you learn to create superior prints from HDR images. There is no right or wrong here, there is only creative potential to be explored. To inspire you in finding your own ways, Uwe Steinmüller and Dieter Bethke will showcase their personal workflow in practical tutorials.

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Chapter 5 reveals new opportunities for image editing and compositing.

You will see a wide variety of workshops, that can easily be recreated with the material on the supplied DVD-ROM. We then compare the results to those of traditional methods. Learn how the pros used to work with HDRI to create more lifelike composites for film and television. There is an great wealth of established techniques, that can easily be applied to still image editing as well.


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Chapter 6 is dedicated to panoramic HDR photography.

This chapter is a cornerstone of this book, because this is where the worlds of photography and computer graphics come together. And indeed, it is written by Bloch and Vogl to equal shares. Together, we show you all 4½ ways of shooting panoramic HDRIs; we compare them all and rate them based on the workload necessary, expense of equipment, and quality of the results. Chapter 6 is full of practical tips and tricks, that will be an invaluable help in the field.

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Chapter 7 finally demonstrates how HDRIs can be used in 3D rendering.

I will break down the technical background for you, so you understand how rendering algorithms work, and how you can make it work better for you. Step by step you will find out what the ideal lighting setup looks like. Then we take it a step further, and present a brand new lighting toolkit that automates the most common HDRI setup. On top of that, we show some unconventional applications that will encourage creative uses of HDRI.

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All of the methods described in this book are based on publicly available software, that you can just buy in a store, or sometimes even find as freeware. They run on standard platforms such as Windows or Mac OS-X, preferably both. It is very important to me that you have a chance to follow each workshop step-by-step. That is why proprietary in-house software or commandline programs are not covered here, even if they have proven successful in production for some privileged postproduction companies. The main goal is to make HDR working methods accessible to everyone, so friendly software with a graphical user interfaces is always preferred over scripting methods here.