What is it about?

Photorealistic rendering of materials and objects is an involved process for CG artists. It is not easy to consider the right appearance under not just one but several light sources, such as sunlight, LEDs, etc. With our toolkit, artists can configure and constrain their material's appearance under several light sources/cameras, while starting from only a single light source. This allows them to use RGB textures as inputs, while avoiding costly spectral measurements.

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Why is it important?

Our approach shows that spectral measurements are not necessary to achieve an artist's intended behavior under different light sources. We further use several nice tricks from colorimetry to ensure that our work remains mathematically and physically valid, so created results would not differ significantly from those spectral measurements.

Perspectives

This was a fun project to work on, as there was a not insignificant amount of work involved in making this all run nicely on a normal computer. The result really allows you to create CG imagery that hasn't really been seen before, e.g. logo's that are hidden under certain lights. There's really a lot of artist possibility in creating your own spectral textures.

Mark van de Ruit
Technische Universiteit Delft

Read the Original

This page is a summary of: Metameric: Spectral Uplifting via Controllable Color Constraints, July 2023, ACM (Association for Computing Machinery),
DOI: 10.1145/3588432.3591565.
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