Spectral rendering is essential for the production of physically-plausible synthetic images, but requires to introduce several changes in the content generation pipeline. In particular, the authoring of spectral material properties (e.g., albedo maps, indices of refraction, transmittance coefficients) raises new problems.While a large panel of computer graphics methods exists to upsample a RGB color to a spectrum, they all provide a one-to-one mapping. This limits the ability to control interesting color changes such as the Usambara effect or metameric spectra. In this work, we introduce a one-to-many mapping in which we show how we can explore the set of all spectra reproducing a given input color. We apply this method to different colour changing effects such as vathochromism -- the change of color with depth, and metamerism.
翻译:光谱渲染对于生成物理逼真的合成图像至关重要,但需要在内容生成流程中引入若干变化。特别是,光谱材料属性(例如反照率图、折射率、透射系数)的编辑带来了新问题。尽管计算机图形学领域存在大量用于将RGB颜色上采样为光谱的方法,但它们均提供一类到一类的映射。这限制了控制有趣颜色变化(例如乌桑巴拉效应或同色异谱)的能力。在本文中,我们引入一类到多类的映射,展示了如何探索再现给定输入颜色的所有光谱集合。我们将该方法应用于不同颜色变化效应,例如随深度变化的颜色变化(vathochromism)和同色异谱现象。