Physically Meaningful Rendering Using Tristimulus Colours

Computer Graphics Forum(2015)

引用 21|浏览39
暂无评分
摘要
In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus-based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances.
更多
查看译文
关键词
Categories and Subject Descriptors (according to ACM CCS),Computer Graphics [I,3,7]: Three-Dimensional Graphics and RealismColor,shading,shadowing,and texture
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要