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>And (excuse my ignorance) about the radiosity?
>I must include it for a good simulation?
Absolutely. Use it with #default { finish { ambient 0 } }
>Ehm...have you a sample scene that I can study?
I use these newsgroups from netcafe now, but I can put scene to net some
day.
Matti
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> >Ehm...have you a sample scene that I can study?
>
> I use these newsgroups from netcafe now, but I can put scene to net some
> day.
Thx,
I'm waiting... :-)
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From: Manuel
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 22 May 2003 17:03:30
Message: <3ecd3b22@news.povray.org>
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> sqrt(pi * A) / pi
A is the emitter area, right?
Can you tell me about the origin of this formula?
> To simulate photograph dynamic range compression I think that Gamma should
> be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
> half bright.
Ehmm... can you explain more about this?
thx, sorry for boring questions.
Manuel
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>> sqrt(pi * A) / pi
>A is the emitter area, right?
Correct.
>Can you tell me about the origin of this formula?
I solve it myself and it is based on basic geometry formulas. I also create
Cornell box scene to test it. Instrutions to Cornell Box scene are here:
http://www.graphics.cornell.edu/online/box/data.html
It works. I can't explain better because my notes and files are home and I
have to use net from cafe until I get own Internet connection.
>> To simulate photograph dynamic range compression I think that Gamma should
>> be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
>> half bright.
>Ehmm... can you explain more about this?
Photographers use gray surface which reflects 18% light back to make
adjustments because it looks half bright.
0.18^x = 0.5
x = ln(0.5)/ln(0.18)
I'm not sure about this gamma. I'm still looking more information about
simulating camera and human eye dynamic range.
Matti
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In article <web.3ecf8a69a14066c984d065310@news.povray.org>,
"Matti Karnaattu" <nomail@nomail> wrote:
> Photographers use gray surface which reflects 18% light back to make
> adjustments because it looks half bright.
>
> 0.18^x = 0.5
>
> x = ln(0.5)/ln(0.18)
>
> I'm not sure about this gamma. I'm still looking more information about
> simulating camera and human eye dynamic range.
The gamma is an approximation to the non-linear response curve of CRT
phosphors: 50% gray is neither 50% intensity nor 50% apparent intensity.
Gamma currection compensates for this to give a nearly linear response.
(LCD's have an S-shaped curve, probably based on cosine, but modern LCD
displays probably compensate for this electronically.)
I don't know if a logarithmic scale would be useful given the limited
dynamic range of monitors and typical depth resolutions (usually 8 bits
per component, for 255 non-black levels). Also, people who work with
color learn to use linear values, they would have to re-learn everything
to use a logarithmic color space. It isn't more "correct", it is just a
different system.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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From: Manuel
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 26 May 2003 07:34:43
Message: <3ed1fbd3@news.povray.org>
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> I solve it myself and it is based on basic geometry formulas. I also
create
> Cornell box scene to test it. Instrutions to Cornell Box scene are here:
>
> http://www.graphics.cornell.edu/online/box/data.html
>
> It works. I can't explain better because my notes and files are home and I
> have to use net from cafe until I get own Internet connection.
I want write a GPL python class (mainly to use it in Blender) to
write a Pov code to make a realistic-physical correct light simulation.
Can I use your formula?
Have you a site? Can you explain more?
Can you make a very simple example code?
Best regards,
Manuel
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>I don't know if a logarithmic scale would be useful given the limited
>dynamic range of monitors and typical depth resolutions (usually 8 bits
>per component, for 255 non-black levels). Also, people who work with
>color learn to use linear values, they would have to re-learn everything
>to use a logarithmic color space. It isn't more "correct", it is just a
>different system.
It is useful because realistic radiosity requires real luminances.
Matti
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>I want write a GPL python class (mainly to use it in Blender) to
>write a Pov code to make a realistic-physical correct light simulation.
>Can I use your formula?
Of course. I forgot to say.. fade_distance formula works only with flat
light sources.. For omnidirectional light you should set fade_distace to
light source radius.
>Have you a site? Can you explain more?
No, I dont have site. fade_distance formula is derived from circle area.. I
try to explain fade_power formula and give you example code when I have
more time.
Matti
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From: Manuel
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 31 May 2003 12:23:43
Message: <3ed8d70f@news.povray.org>
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> No, I dont have site.
:-(
>fade_distance formula is derived from circle area.. I
> try to explain fade_power formula and give you example code when I have
> more time.
OK. I'm waiting :-)
thanks
Best Regards,
Manuel
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Hi Matti, I'm a newbie in radiosity so I think my question is a stupid one.
I can't understand what you really mean with "photograph dynamic range".
Is it referred to the challenge of simulating the human eye dinamic exposure
range? Or is it referred only to the photographic devices simulation? Like
film exposure range, diafragm/time exposure calculation?
Thank you in advance.
bye, save
Matti Karnaattu wrote:
>>I mean the simulation with the radiometry (or photometric) value of
>>a lamp (power, light intensity, or Photometric Solid, etc...).
>
>
>Best way to use POV-Ray light simulation is to multiply light source color
>with real light luminance (cm/m^2). Then set fade_distance using following
>formula:
>
> sqrt(pi * A) / pi
>
>Real world fade_power is 2. Because POV-Ray doesn't have dynamic range
>compression, this isn't enough. I recommend you to define two adjusting
>variables "Gamma" and "Max_Luminance" to make dynamic range compression.
>Gamma is the gamma used to compress image dynamic range and Max_Luminance
>is the luminance (cd/m^2) where pixel luminance at range 0..1 is "1".
>Max_Luminance controls image brightness. When using these variables you can
>calculate light source color multiplier using formula:
>
> pow(light_source_luminance / Max_Luminance, Gamma)
>
>And global Fade_Power to *all* light sources by using formula:
>
> (ln(-exp(-ln(2) * Gamma) + 2) + ln(2) * Gamma) * 2 / ln(3)
>
>To simulate photograph dynamic range compression I think that Gamma should
>be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
>half bright.
>Light source color luminance (without multiplier) must be one. Good starting
>value for Max_Luminance is 50. Light source colours luminances without
>multiplier must be one. Example for white light, light color is <1, 1, 1>.
>
>Because you probably want to make other light sources than omnidircetional,
>you need to simulate light distribution using spotlights. If light source
>is flat, use spotlight radius -90 falloff 90 tightness 1 for cosine
>falloff.
>
>I don't recommend to use Jaime's lightsys because it doesn't use physically
>accurate lightning. (Sorry Jaime).
>
>Matti
>
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