Talk Gatech Lighting 2001

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    Linear Color Representation for Full

    Spectral Rendering

    Mark Peercy

    Presented by Weidong Shi, 2001

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    Overview

    Use full color distribution, not tri-stimulus RBG.

    Decompose color distribution into a linear space of basisfunctions.

    Represent color distribution as a coefficient vector.

    Model surface reflectance as matrices.

    Convert results into tri-stimulus RGB.

    Find optimal set of basis functions.

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    Why Full Spectral Information?

    Non-uniform spectral distribution. Photo-realisticrendering needs more samples of wavelengths than tri-

    stimulus.

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    Existing Methods of Handling Full Spectrum

    Point sampling.

    - Sample surfaces and lights at certain number of

    wavelengths.

    - Numerically integration into RGB required for display.

    Polynomial representation of light.

    Linear models of surfaces and light.

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    Point Sampling

    wavelength

    Spectral powerS3 SnS1 S2

    i

    N

    i

    iSRRd

    1

    i

    N

    i

    iSGGrn

    1

    i

    N

    i

    iSBBl

    1

    )(I

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    Basis Function and Linear Representation

    Orthonomal basis functions, a set of functionsf1(x),f2(x),

    Given a function g(x), compute coefficient by,

    g(x) is approximated by a vector of m-length.

    dxxfxfx

    ji )()(0

    dxxfxfx

    ii )()(1

    dxxfxgx ii )()(

    m

    i

    ii xfxg1

    )()(

    For any fi(x)

    For any two different functions fi(x)andfj(x)

    orthogonal

    normal

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    Linear Representation of Power Distribution

    Describe spectral power distribution of light as a

    linear combination of m orthonormal basis

    functions

    dEIii )()(

    m

    i

    iiEI1

    )()(

    E1

    E2

    E3

    m

    i

    iiE

    1

    )(

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    Surface Reflectance

    Lighting Model

    )()()()()()()()(),(

    ssssddaao IRGIRGIRI

    )(s

    I

    )()()( sddIRG

    )()()( sss IRG

    reflected light as

    a function of wavelength

    and surface geometry

    ambient light

    input lightBRDF diffuse terms

    BRDF specular terms

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    Surface Reflectance- cont

    Represent ambient light, directional light, and reflected

    light as coefficient vectors.

    a

    m

    a

    1

    s

    m

    s

    1

    om

    o

    1

    ),( oI)(sI)(aI

    ambient light light source reflected light

    = = =

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    Surface Reflectance - cont

    Through math deduction, surface reflectance can

    be represented by m*m matrices

    )(aR )()( dd RG )()( ss RG

    aR11

    dR11

    sR11

    )(d

    G )(sG

    dEERR jidd

    ij )()()( dEERR jis

    s

    ij )()()( dEERRjia

    a

    ij )()()(

    surface ambient property surface diffuse property surface specular property

    )()()()()()()()(),( ssssddaao IRGIRGIRI

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    Surface Reflectance - cont

    New lighting equation

    a

    m

    a

    1

    aR11

    dR11

    s

    m

    s

    1

    )(d

    G

    sR11

    s

    m

    s

    1

    )(sG

    o

    m

    o

    1

    = +

    +

    ambient termdiffuse term

    specular term

    )()()()()()()()(),( ssssddaao IRGIRGIRI

    output light ambient light

    light source

    light source

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    Light Distribution at Each Pixel

    The next step is to convert it into RGB.

    m

    i

    i

    p

    ip EI1

    )()(

    p

    m

    p

    1

    Lights arrive at each pixel is also represented as a m-lengthvector

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    Convert Light at Each Pixel to RGB

    dExdIxXi

    m

    i

    p

    ip

    )()()()(1

    dEydIyY i

    m

    i

    p

    ip )()()()(1

    dEzdIzZ i

    m

    i

    p

    ip )()()()(1

    Integrate lights at each pixel (m-length vector) over three

    color matching functions X,Y, and Z.

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    Selection of Basis Function

    Consider computation complexity

    Nature of the spectral power distribution in the

    scene. Point sampling is sufficient if powerdistribution is smooth.

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    Method2 - Character Vector Analysis (CVA)

    Given a representative set of spectral distributionsin a scene (I1(), I2(), ), find m basis function

    automatically

    The set of basis functions minimizes

    The representative set of lights may contain light sources,

    once-reflected light, and multi-reflected light

    dEIErrl

    m

    i

    ilil

    2

    1

    ,)()(

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    Examples

    Scene under fluoresecnt light, CVA on light source, first

    order, and second order surface reflectance from four

    sample of the surface

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    Examples - Result basis functions

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    Rendering Result

    2 3 4 5

    4 9 16 25

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    Summary of Rendering Procedure

    Determine Basis Functions

    Represent Lights as Coefficient Vector

    Represent Surface Reflectance as Matrices

    Render

    Convert Results at Each Pixel into XYZ

    Convert XYZ into RGB

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    Conclusion

    Provide a general efficient way of full spectral color

    rendering

    Represent color distribution by linear combination of basis

    functions

    Capture surface reflectance by matrices

    Linear lighting equation

    Better photo-realistic rendering result

    Easy to implement