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Spectral Image Rendering of Fluorescent Objects Using a Conventional Renderer.

Shoji Tominaga, Giuseppe Claudio Guarnera, Ryo Ohtera

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    Summary
    This summary is machine-generated.

    This study introduces a spectral image rendering method for fluorescent objects, enabling accurate simulation of wavelength-shifting effects in computer graphics. The approach enhances realism for fluorescent materials without requiring specialized renderers.

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    Area of Science:

    • Computer Graphics
    • Computational Imaging
    • Optics

    Background:

    • Simulating fluorescence in computer graphics is challenging due to wavelength-shifting phenomena.
    • Existing renderers often lack native support for complex light transport involving fluorescence.
    • Accurate rendering of fluorescent objects requires modeling interactions between emitted and reflected light across different wavelengths.

    Purpose of the Study:

    • To develop a practical spectral image rendering method for fluorescent objects.
    • To enable simulation of wavelength-shifting transport in scenes with fluorescent and non-fluorescent surfaces.
    • To integrate fluorescence simulation into existing rendering systems lacking native support.

    Main Methods:

    • Classified incident illumination on fluorescent objects into direct, indirect, and luminescent components.
    • Expressed observed radiance as a linear combination of reflection and fluorescence terms.
    • Utilized measured Donaldson matrices for wavelength conversion and reused diffuse-reflection shading, implemented within the Mitsuba rendering system.

    Main Results:

    • The proposed method accurately renders spectral images of fluorescent objects.
    • Experimental validation using a physical Cornell Box showed good agreement with direct measurements and an existing fluorescence renderer.
    • Demonstrated an extension for non-planar fluorescent objects using sparse emitter discretization.

    Conclusions:

    • The developed method provides a practical approach for simulating fluorescence in computer graphics.
    • It effectively handles wavelength-shifting transport by leveraging existing rendering capabilities and measured optical properties.
    • The technique is extendable to complex geometries, improving the realism of virtual scenes containing fluorescent materials.