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CS 563 Advanced Topics in Computer Graphics Spectral BRDF by Cliff Lindsay
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Overview “The ultimate aim of realistic graphics is the creation of images that provoke the same responses that a viewer would have to a real scene.”
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Topics Covered Color Theory (Colorimetry) Techniques and Examples for Using Spectra in Rendering Future of Spectral Rendering
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Color Theory Dominant Wavelength Color Matching CIE XYZ Terminology: Luminance – total power in the light, by the total we mean area under the Spectral curve Dominant Wavelength – specifies the hue of the color, usually represented by a spike or dominating portion of the spectral curve Saturation (purity) – of a light is defined as the % of luminance that resides in the dominant wavelength
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Dominant Wavelength Color is a Spectral Curve (intensity vs. Wavelength) Response (in general) = k w( )L( )d [1] Color is determined by Spectra, mostly the Dominant Different Spectral Power Distributions can map to the same color, for ex.: Red Laser, SPD w/ Red dominating, Red w/ White (AKA Metamers).
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Tristimulus Theory Human Visible light 380nm – 800nm 3 Different Cone Sizes Response for each Cone Size [1] : S = s( )A( )d M = m( )A( )d L = l( ) A( )d
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Tristimulus Theory For Each Cone : A( ) = rR( )+ gG( )+bB( ) S = s( )A( )d = s( )(rR( )+ gG( )+bB( )) = r s( )R( )d +g s( )G( )d +b s( )B( )d = rS R + gS G + bS B Equations were taken from pages 302-303 of [1] The equations are the same for M & L, and RGB, and rgb contribute to all Cones separately. Where s( ) is the Response function for a Short Cone.
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CIE Commission Internaionale de l’Eclairage (CIE) Created a Standard color system in 1931 (XYZ) Based on the human eye's response to RGB Device-independent colors Positive combinations of colors
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CIE XYZ CIE Tristimulus values X = 683 x( )L( ) d Y = 683 y( )L( ) d Z = 683 z( )L( ) d Y is luminance Integrate over 380nm – 800nm Affine Equation for Color Definition: Affine – means all components add to 1.
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CIE Chart
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Mapping CIE XYZ RGB [1]
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Current Display Issues Representation of Light is RGB based Low Dynamic Range of Monitors Disparate Range Values Image acquired from [8]
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Dealing With Display Issues Tone Reproduction Spectra to Color Mapping Mapping Color to Spectra
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Tone Reproduction (Mapping) Methods for scaling luminance values in a real world to a displayable range. Mimics perceptual qualities cd (candela) – lumen per steridian ~10 5 cd/m 2 ~10 -5 cd/m 2 ~100 cd/m 2 ~1 cd/m 2 Same Visual Response ? [11]
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Tone Reproduction (Mapping) Spatially Uniform (global) Spatially Varying (local) Time Dependent
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Spatially Uniform (global operator) Tumblin, Rushmeier, & Ward Histogram Equalization Technique HVS Imitation Technique Luminance as Textures And more …
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Tumblin & Rushmeier, 1993 B = k (L – L 0 ) , where k is a constant, L 0 is min Luminance, and =.333 –>.49 [4] Linear on a log-log scale similar to HVS Computationally Efficient LowMediumHigh [4]
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Ward, 1994 Linear transform L d = mL W Matching contrast between real and image L d = display Luminance, L w = world, and m = scale factor. Min-MaxWard
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Spatially Varying (local operator) Chiu, 1993, Schlick 1994 Zone System (Ansel Adams ‘80, ‘81?) [10] Low Curvature Image Simplifier Local-linear Mapping And More …
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Chiu, 1993 Eye is more sensitive to reflectance than luminance Blur the image to remove high frequencies Inverting the Result S(i, j) = 1/(k*f blur (i,j)) where f blur = e.01r [9] S*f, where S() – inversion, f() – raster position Where: r = is the distance (in one pixel width equals one) from the center of the kernel K = is a visual adjustment weight
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Chiu, 1993 Original image Image with blurring and and inversion scaling [9]
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Schlick, 1994 Rational rather than logarithmic Big speed advantage over Chiu et al. F = p * Val/p*Val – Val + HiVal Where: HiVal - the highest tonal value in the image Val = current tonal value P = M*HiVal/N*LoVal, where M = the darkest gray level that can be distinguished from black, and N is the largest value for the display device.
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Schlick, 1994 [10]
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Time Dependent Ferwerda et al, 1996 Threshold visibility Changes in colour appearance Visual Acuity Temporal Sensitivity [11]
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Time Dependent
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Spectra Representation Direct Sampling (Sparse) Polynomial Representation Adaptive Techniques Hybrid (composite) And More…
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Direct Sampling Where: K is a normalization coefficient 64 = segments of the visible domain [380nm- 700nm] in 5nm widthband x( ), y( ) and z( ) are the color matching functions of the XYZ colorimetric system S r – SPD * reflectence under normal incidence
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Polynomial Representation Piecewise cubic polynomials Inter-reflections are reduced to polynomial multiplications Degree reduction technique based on Chebyshev polynomials Spectral multiplications are O(n 2 )
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Mapping Color to Spectra If Light is defined as RGB, then what and we want to model situations that require Spectra: Light interference (Soap Bubbles, hummingbird wings, film coated objects) Then We Need to Go Back to Spectra from RGB, But Many different Spectra Map to the Same Color??? We can do it! Definitions: Metamers - One color that maps to more than one Spectral Power Distribution.
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Mapping Color to spectra Remember: S = s( )A( )d = s( )(rR( )+ gG( )+bB( )) = r s( )R( )d +g s( )G( )d +b s( )B( )d = rS R + gS G + bS B Equations From Slide 7 Given Colors we want to go back to a 3 component Spectrum (image slide 6): S = j=1-3 t ji x j, where t ji = k A( )f j ( ) d and f j = some linearly independent functions
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Mapping Color to spectra Equations From Slide 7 S = j=1-3 t ji x j, where t ji = k A( )f j ( ) d f j = some linearly independent functions What this gives us a 3X3 matrix of coefficients that we need for reconstruction of the SPDs. We can use Delta functions, Box functions, or Fourier Functions
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What is Spectral BRDF Just Like Regular BRDFs (but different) Rendering equation Function of 4 angles (incident, reflection) Conservative Different Color Interaction Different Material Interaction Different Viewer Interaction (non-reciprocal)
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Now What Can We Do With Spectra? Polarization Interference Dispersion Florescence [4]
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Polarization Caused by light interaction with an optically smooth surface Electromagnetic Wave Retardance of incident light, relative Phase shift [4]
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Interference Factors that Affect Light Interference: Refractive index and thickness of the thin film Refractive indices of the media Incident Angle and incident SPD (Spectral Power Distribution) [6]
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Dispersion Light is split into spectral components Dielectric Materials: diamonds, lead crystal, glass Results: colored fringes, rainbow caustics, etc. [4]
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Florescence Re-emission of photons at different energy levels Re-emission has at a time delay(typically 10 -8 secs.) [4]
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Conclusion Spectral Rendering is gaining momentum in the industry :-) We Have Ways Around Display Devices Limitations Necessity for Realistic Image Rendering Getting Closer to a Physically Based System
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Insights, Future, and Were to Go From Here Something to look into: Paul Debevec’s “High Dynamic Range Paper” Ward’s “High Dynamic Range Imaging” OpenEXR – An Opensource HDR image file format developed by Industrial Light & Magic Image courtesy of ILM, http://www.openexr.com/about.html
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References [1] Shirley, Peter, “Fundamentals of Computer Graphics”, [2] Hill, F.S., “Computer Graphics Using OpenGL”, [3] Akenine-Möller, Thomas, Haines, Eric, “Real-time Rendering”, [4] Devlin, Kate, “State of The Art Report Tone Reproduction and Physically Based Spectral Rendering”, Eurographics, 2002 [5] Rougeron G., P'eroche B.,” An adaptive representation of spectral data for reflectance computations”, Rendering Techniques '97 (Proceedings of the Eighth Eurographics Workshop on Rendering) [6] Sun Y, “Deriving Spectra from Colors and Rendering Light Interference” [7] Ward, Matt, “Color Theory and Pre-Press”, http://www.cs.wpi.edu/~matt/courses/cs563/talks/color.html [8] Devlin, Kate, “A review of tone reproduction techniques”, Technical Report CSTR-02-005, November 2002
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References [9] K Chiu, M Herf, P Shirley, S Swamy, C Wang, K Zimmerman, “Spatially Nonuniform Scaling Functions for High Contrast Images”, [10] Erik Reinhard, Erik, Stark, Michael, Shirley, Peter, Ferwerda, James, “Photographic Tone Reproduction for Digital Images”, [11] McNamara, Ann, “Visual Perception in Realistic Image Synthesis: State of the Art Report”, PowerPoint Presentation, [12] Schlick, C, “ Quantization Techniques for Visualization of High Dynamic Range Pictures”, 1994
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