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Surface Reflectance Models Based on Characteristic Functions

机译:基于特征函数的表面反射率模型

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Surface reflectance functions (SRFs) and spectral power distributions (SPDs) of illuminants are typically modeled as elements in an N-dimensional linear function subspaces. Each SRF and SPD is represented by an N-vector and the mapping between SRF and SPD Junctions and an N-dimensional vector assigns N-dimensional "color" codes representing surface and light information. The N basis functions are chosen so that SRFs and SPDs can be accurately reconstructed from their N-dimensional vector codes. Typical rendering applications assume that the resulting mapping is an isomorphism where vector operations of addition, scalar multiplication and component-wise multiplication on the N-vectors can be used to model physical operations such as superposition of lights, light-surface interactions and inter-reflection. When N is small, this implicit isomorphism can fail even though individual SPDs and SRFs can still be accurately reconstructed by the codes. The vector operations do not mirror the physical. However, if the choice of basis functions is restricted to characteristic functions (that lake on only the values 0 and 1) then the resulting map between SPDs/SRFs and N-vectors is an isomorphism that preserves the physical operations needed in rendering. The restriction to bases composed of characteristic functions can only reduce the goodness of fit of the linear function subspace to actual surfaces and lights. We will investigate how to select characteristic function bases of any dimension N (number of basis functions) and evaluate how accurately a large set of Munsell color chips can approximated as a function of dimension.
机译:通常将发光体的表面反射函数(SRF)和光谱功率分布(SPD)建模为N维线性函数子空间中的元素。每个SRF和SPD都由一个N向量表示,SRF和SPD交界处与N维向量之间的映射分配了代表表面和光信息的N维“颜色”代码。选择N个基函数,以便可以从它们的N维向量代码中准确地重建SRF和SPD。典型的渲染应用假定生成的映射是同构的,其中N向量上的加法,标量乘法和按分量乘法的矢量运算可用于建模物理运算,例如光的叠加,光表面交互作用和相互反射。当N很小时,即使单个SPD和SRF仍可以通过代码准确地重建,这种隐式同构也可能会失败。向量运算不会反映物理。但是,如果基本函数的选择仅限于特征函数(该湖仅位于值0和1上),则SPD / SRF和N矢量之间的所得映射是同构,可以保留渲染所需的物理操作。对由特征函数组成的基的限制只能降低线性函数子空间对实际曲面和光源的拟合优度。我们将研究如何选择任意维数N(基函数数)的特征函数基,并评估将大量Munsell色片作为维数的函数的近似准确度。

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