From Colors to Spectra and Back Again
Concepts and Methods for Practical Spectral Rendering
M. van de Ruit (TU Delft - Computer Graphics and Visualisation)
Elmar Eisemann – Promotor (TU Delft - Computer Graphics and Visualisation)
Ricardo Guerra Marroquim – Copromotor (TU Delft - Computer Graphics and Visualisation)
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Abstract
3D rendering is traditionally based on a tristimulus approximation, where all light, color, and spectral distributions are represented using three (RGB) values. For enhanced physical accuracy, spectral rendering algorithms can be employed. However, these methods are typically more computationally expensive and require scene and material data measured from the real world. With few exceptions, spectral rendering remains confined to academic research, with limited adoption in production pipelines due to the many challenges it poses. In this dissertation, we identify several of these challenges and propose practical solutions to each.