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Spectral rendering, part 2: Real-time rendering
- csmoak 1y agoThe only applications I'm aware of that currently do spectral rendering on the fly are painting apps. I have one called Brushwork ( https://brushworkvr.com https://brushworkvr.com ) that upsamples RGB from 3 to a larger number of samples spread across visible light, mixes paint in the upsampled space, and then downsamples for rendering (the upsampling approach that app uses is from Scott Burns http://scottburns.us/color-science-projects/ http://scottburns.us/color-science-projects/ ). FocalPaint on iOS does something similar ( https://apps.apple.com/us/app/focalpaint/id1532688085 https://apps.apple.com/us/app/focalpaint/id1532688085 ). I'm happy that tech like this will open up more apps to use spectral rendering.
- Tooster 1y agoI was sure it must have been invented already! I've been trying to look for this idea without knowing it's called "spectral rendering", looking for "absorptive rendering" or similar instead, which led me to dead ends. The technique is very interesting and I would love to see it together with semi-transparent materials — I have been suspecting for some time that a method like that could allow cheap OIT out of the box?
- zokier 1y agoConventional RGB path tracing already handles basic transparency, you don't need spectral rendering for that.
- pixelesque 1y agoNot exactly what parent poster was saying (I think?), but absorption and scattering coefficients for volume handling together with the Mean Free Path is very wavelength-specific, so using spectral rendering for that (and hair as well, although that's normally handled via special BSDFs) generally models volume scattering more accurately (if you model the properties correctly). Very helpful for things like skin, and light diffusion through skin with brute-force (i.e. Woodcock tracking) volume light transport.
- Tooster 11mo agoI might be misunderstanding parts of the comment above, although I think it aligns with what I had in mind. Here’s what I meant: If a ray carries full spectral information, then a transparent material can be described by its absorption spectrum — similar to how elements absorb specific wavelengths of light, as shown here: https://science.nasa.gov/asset/webb/types-of-spectra-continuous-emission-and-absorption/ https://science.nasa.gov/asset/webb/types-of-spectra-continu... In that view, transparency is just wavelength-by-wavelength attenuation. Each material applies its own absorption/transmission function to the incoming spectrum. Because this is done pointwise in the spectral domain, the order doesn’t matter: OUT = IN × T₁ × T₂ (or in a subtractive representation: OUT = IN − ABS₁ − ABS₂). So whether one material reduces 50% of the red first and another reduces 50% of the green second or vice verse doesn’t change the result. Each wavelength is handled independently, making the operation order-independent.
- dahart 1y agoI’m not sure carrying wavelength or spectral info changes anything with respect to order of transparency. It seems like OIT is kind of a misnomer when people are talking about deferred compositing. Storing data and sorting later isn’t exactly order independent, you still have to compute the color contributions in depth order, since transparency is fundamentally non-commutative, right? The main benefit of spectral transparency is what happens with multiple different transparent colors… you can get out a different color than you get when using RGB or any 3 fixed primaries while computing the transmission color.
- csmoak 1y agoThe main benefit I see is being able to more accurately represent different light sources. This applies to transmission but also reflectance. sRGB and P3, what most displays show, by definition use the D65 illuminant, which approximates "midday sunlight in northern europe." So, when you render something indoors, either you are changing the RGB of the materials or the emissive RGB of the light source, or tonemapping the result, all of which can approximate other light sources to some extent. Spectral rendering allows you to better approximate these other light sources.
- dahart 1y agoWhether the benefit is light sources or transparency or reflectance depends on your goals and on what spectral data you use. The article’s right that anything with spiky spectral power distributions is where spectral rendering can help. > sRGB and P3, what most displays show, by definition use the D65 illuminant I feel like that’s a potentially confusing statement in this context since it has no bearing on what kind of lights you use when rendering, nor on how well spectral rendering vs 3-channel rendering represents colors. D65 whitepoint is used for normalization/calibration of those color spaces, and doesn’t say anything about your scene light sources nor affect their spectra. I’ve written a spectral path tracer and find it somewhat hard to justify the extra complexity and cost most of the time, but there are definitely cases where it matters and it’s useful. Also there’s probably more physically spectral data available now than when I was playing with it. I’m sure you’re aware and this is what you meant, but might be worth mentioning that it’s the interaction of multiple spectra that matters when doing spectral rendering. For example, it doesn’t do anything for the rendered color of a light source itself (when viewed directly), it only matters when the light is reflected or transmitted through spectra that are different from the light source, that’s where wavelength sampling will give you a different result than a 3-channel approximation.
- cubefox 1y agoApparently (from a layman's perspective) the difference between conventional RGB ray tracing and spectral ray tracing is this: RGB assumes all light sources consist of three RGB lights, where the brightness of red, green, and blue varies. E.g. a yellow light would always be a red and a green light. In contrast, spectral rendering allows light sources with arbitrary spectra. A pure yellow light (~580 nm) is different from a red+green light. The physical difference is this: If you shine, for example, a pure yellow light on a scene, everything looks yellow, just more or less dark. But if you shine a red+green (impure yellow) light on a scene, green objects will be green and red objects will be red. Not everything will appear as a shade of yellow. Conventional RGB rendering can only model the latter case. This means some light sources, like high-pressure sodium lamps, cannot be accurately rendered with RGB rendering: red and green surfaces would look too bright. (Also note that the linked post has also a part 1 and 3, accessible via "next/previous post" at the bottom.)
- turnsout 1y agoIt also becomes important for rendering glass and other highly refractive substances. Some conventional RGB rendering engines can mimic dispersion, but with spectral rendering you get it "for free."
- rf15 1y agoYou would still need to provide extra logic/data to do dispersion/refraction curves for materials, it's hardly "for free"
- pixelesque 1y agoOne issue with Hero Wavelength sampling (mentioned in article) is that because IOR is wavelength-dependent, after a refraction event, you basically lose the non-hero wavelengths, so you get the colour noise again through refraction.
- dahart 1y ago> RGB assumes all light sources consist of three RGB lights Another way to say this is that conventional 3 channel renderers pre-integrate the spectrum of lights down to 3-channel colors. They don’t necessarily assume three lights, but it’s accurate to say that’s the net effect. It’s mostly just about when you integrate, and what you have to do when you delay the integration. It’s kind of a subtle distinction, really, but rendering with spectral light and material data and integrating down to RGB at the end more closely mimics reality; the cones in our eyes are the integrators, and before that everything is spectral. Or more accurately, individual photons have wavelength. A spectrum is inherently a statistical summary of the behavior of many photons.
- jauntywundrkind 1y agoNot a ton of info on it, but ran into this graphics of a galaxy, all rendered with some form of spectral rendering. Thought it was super cool. https://bsky.app/profile/altunenes.bsky.social/post/3m5z6vr2svk2u https://bsky.app/profile/altunenes.bsky.social/post/3m5z6vr2... Distantly reminds me the decades I spent with galaxy as my xscreensaver. https://manpages.debian.org/jessie/xscreensaver-data/galaxy.6x.en.html https://manpages.debian.org/jessie/xscreensaver-data/galaxy....