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合理的合成图像至关重要,但需要在内容生成流程中引入若干改动。特别是,光谱材质属性(如反照率图、折射率、透射系数)的创作带来了新问题。尽管计算机图形学中存在大量将RGB颜色上采样为光谱的方法,但它们均提供一对一的映射。这限制了对有趣颜色变化(如乌桑巴拉效应或同色异谱光谱)的调控能力。在本工作中,我们引入了一种一对多映射,展示了如何探索可复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,例如深度变色(颜色随深度变化)和同色异谱现象。