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Am 29.08.2012 07:42, schrieb Ive:
> But what I will try some day is using POV-Ray as spectral renderer :)
>
> This could be done within an animation loop of e.g. 31 steps in 10nm
> from 400nm to 700nm (I got inspired by Bruce Lindbloom who did exactly
> this with his own self-made renderer).
11 steps will do if you make use of three color channels per frame :)
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Le 29/08/2012 12:08, clipka a écrit :
> Am 29.08.2012 07:42, schrieb Ive:
>
>> But what I will try some day is using POV-Ray as spectral renderer :)
>
> And what /I/ will do some day is make a spectral rendering patch for
> POV-Ray :-)
>
> From a mathematical point of view, the classic three-component RGB
> approach is a pretty poor one, no matter what color space you're using.
> From all the brain-wrecking I did about the topic, I suspect that a
> straightforward N-channel spectral approach is the best solution.
>
> But first there's some cleaning-up to do on the color handling code of
> official POV-Ray.
>
Assuming a ray's color is a 1D vector spectrum, please make the
pigment's color a 2D matrix. Most matrix would be resumed to a diagonal,
but using a matrix would allow to model shift on the spectrum.
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Am 29.08.2012 12:11, schrieb clipka:
> Am 29.08.2012 07:42, schrieb Ive:
> 11 steps will do if you make use of three color channels per frame :)
Of course [heading my forehead with my fist] thats brilliant. With only
11 animation frames a range from lets say 380nm to 700nm can be covered.
BTW I'm aware that POV-Ray internally assumes sRGB primaries for
iridescence and color->grayscale conversion. Is there anything else
internally hard-coded that expects sRGB?
-Ive
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Am 29.08.2012 12:08, schrieb clipka:
> Am 29.08.2012 07:42, schrieb Ive:
>
>> But what I will try some day is using POV-Ray as spectral renderer :)
>
> And what /I/ will do some day is make a spectral rendering patch for
> POV-Ray :-)
>
> From a mathematical point of view, the classic three-component RGB
> approach is a pretty poor one, no matter what color space you're using.
> From all the brain-wrecking I did about the topic, I suspect that a
> straightforward N-channel spectral approach is the best solution.
>
Do you really think this is worth the effort? To really benefit from a
spectral render engine one needs spectral data for diffuse and specular
reflectance for A LOT of materials. But somehow I suspect not that many
POV-Ray users have a spectrophotometer at home.
> But first there's some cleaning-up to do on the color handling code of
> official POV-Ray.
>
Like what? Just curious.
-Ive
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Am 29.08.2012 09:13, schrieb Jaime Vives Piqueres:
> Darn... I was expecting a yellow Dogde Challenger! :)
>
As usual I'm just hopping from one unfinished project to the next!
My virtue of patience is not as strong as you might think ;)
And this actually reminds me of some beauty line named in your honor
that needs my attention... *
-Ive
* sorry: in-joke
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In case anyone is interested, I have made a 1920x1200 16bit/channel PNG
version and also the "raw" rendered data in linear Adobe-RGB as a TIFF
available from my side at
http://www.lilysoft.org/CGI/YMO/yellowmagic.htm
But be warned, those are big files.
-Ive
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Am 29.08.2012 10:08, schrieb Thomas de Groot:
> This going a bit beyond my mental capacities, but I find it fascinating
> nonetheless. ;-)
>
Well, I'm not good in explaining, but all this is just about that within
the sRGB color space "only" 35% of the colors an average can "see" and
distinguish are represented. Within Adobe RGB this is already about 50%
and lets say a high quality art print covers up to 90%.
In practice the 35% of sRGB are not as bad as it sounds as mainly
high-saturated colors are effected and as long as nobody opens a
New-Wave nightclub in Gancaloon it shouldn't be much of a problem ;)
-Ive
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Am 29.08.2012 13:33, schrieb Ive:
> an average can "see" and
err, make this "an average human can "see" and" ...
-Ive
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Am 29.08.2012 13:12, schrieb Ive:
> Am 29.08.2012 12:08, schrieb clipka:
>> Am 29.08.2012 07:42, schrieb Ive:
>>
>>> But what I will try some day is using POV-Ray as spectral renderer :)
>>
>> And what /I/ will do some day is make a spectral rendering patch for
>> POV-Ray :-)
>>
>> From a mathematical point of view, the classic three-component RGB
>> approach is a pretty poor one, no matter what color space you're using.
>> From all the brain-wrecking I did about the topic, I suspect that a
>> straightforward N-channel spectral approach is the best solution.
>>
> Do you really think this is worth the effort?
I won't know until I try :-)
> To really benefit from a
> spectral render engine one needs spectral data for diffuse and specular
> reflectance for A LOT of materials. But somehow I suspect not that many
> POV-Ray users have a spectrophotometer at home.
While that's certainly true, I guess even with rgb-specified colors it
will already do some good to scenes with colored transparent objects, so
that e.g. two orange filters in sequence won't necessarily exhibit a hue
shift towards red, but could retain the orange hue while just gaining in
saturation.
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Am 29.08.2012 13:12, schrieb Ive:
>> But first there's some cleaning-up to do on the color handling code of
>> official POV-Ray.
>>
> Like what? Just curious.
Using the same color data type throughout, for instance. As it is now,
some parts of the code use old C-style structures, while others already
use C++-style objects. Obviously, a consistent use of C++-style objects
would be easier to base a spectral rendering patch on.
Another thing is the internal handling of F and T components, which I
intend to replace with a full RGB transparency model. Again, this will
simplify implementing a sane spectral rendering patch.
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