tutorials:basic-spectral-light-modeling
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====== Spectral Light Modelling ====== | ====== Spectral Light Modelling ====== | ||
- | Light modelling, in general, involves three aspects: | + | These three core aspects of light simulation—global and local illumination models, and light sources—are the base for any light simulation. When it comes to spectral light simulations, specialized implementations of the aforementioned |
- | * Global illumination model | + | Note: The hardware requirement for performing GPU-based ray tracing is a programmable graphics card with OpenCL support. For example, any Nvidia card will do well, whereas older versions of integrated Intel cards—as they are often used in laptops—are not suitable for this. GPUFlux supports multiple GPU units and CPUs working in parallel at the same time. The use of multiple devices as well as the use of the CPU needs to be activated within the Preferences of the Flux renderer; see image below. |
- | * Light sources | + | |
- | * Local illumination model | + | |
- | {{ :tutorials:light1.png? | + | {{ :tutorials:light_preferences.png? |
- | where as the **Global illumination model** is doing the actual | + | Spectral |
- | For each aspect, computer graphics knows plenty of alternatives. | + | {{ : |
- | {{ : | + | The main factor influencing light quality is the light' |
- | Several of them are implemented in GroIMP as ready-to-use tools. | + | {{ : |
+ | |||
+ | ==== Spectral light model - GPUFlux ==== | ||
- | GroIMP | + | In GroIMP, |
- | * Twilight, a CPU-based implementation | + | Note: The implementation essentially allows setting individual limits for min and // |
- | * GPUFlux, a GPU-based implementation | + | |
- | Both implementing different global illumination model for rendering and for light computation. | + | The spectral range // |
- | {{ :tutorials:light3.png? | + | {{ :tutorials:light9.png? |
- | In the following, only light computation | + | Setting up the GPUFlux |
+ | Note: The examples require GroIMP version >=2.0 to run. With GroIMP version 2.0 some changes on the internal package structure are made. Formally, classes found in de.grogra.imp3d have been moved to de.grogra.gpuflux.imp3d to match the package name (Java 11 forbids package name split). So, if you are using objects, lights or shaders from gpuflux, they should be imported as de.grogra.gpuflux.imp3d.xxx. | ||
- | Regarding **light sources**, GroIMP provides the whole set of possible implementations. They all implementing the //Light// and // | + | <code java> |
+ | import de.grogra.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
- | {{ : | + | // Light nodes need to be imported like this |
+ | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
+ | </ | ||
- | For the **Local illumination model**, that defines the optical properties of the scene objects, i.e. values for absorption, transmission and reflection, so-called shader are used. | + | <code java> |
+ | import de.grogra.gpuflux.tracer.FluxLightModelTracer.MeasureMode; | ||
+ | ... | ||
- | {{ : | + | const int RAYS = 10000000; //number of simulated light rays |
+ | const int DEPTH = 10; //maximal recursion/ | ||
+ | const FluxLightModel LM = new FluxLightModel(RAYS, | ||
- | GroIMP provides a set of standard shader implementations, | + | protected void calculateLight() { |
+ | LM.setMeasureMode(MeasureMode.FULL_SPECTRUM); | ||
+ | LM.setSpectralBuckets(21); // get 20 buckets; set to N+1 to get N | ||
+ | LM.setSpectralDomain(380, 720); // minimum | ||
+ | ... | ||
+ | } | ||
+ | </ | ||
- | {{ :tutorials: | + | The GPUFlux light model supports three different modes of measuring spectral power: |
+ | * regular RGB, which simulates only three buckets approximating the three colour channels | ||
+ | * fully discretized spectral measurements, | ||
+ | * weighted integration, | ||
+ | mode ∈ {RGB, FULL_SPECTRUM, | ||
- | These three core aspects of light simulation, the global and local illumination | + | The GPUFlux |
+ | <code java> | ||
+ | // sets the maximum negligible power quantum | ||
+ | LM.setCutoffPower(0.01); | ||
- | **Spectral light simulations** now deals not only with the pure calculation | + | // enable or disables |
+ | LM.setEnableSensors(true); | ||
- | {{ : | + | // sets the random seed for the random number generator; use this to obtain reproducible results |
+ | LM.setRandomseed(123456); | ||
- | The main factor to influence the light quality is the light spectral composition - trivially called colour. So, the compositions of different intensities of different wavelengths, | + | // enable dispersion |
+ | LM.setDispersion(true); // default: false | ||
+ | </ | ||
- | {{ :tutorials:light8.png? | + | |
+ | After the light model has been configurated, | ||
+ | |||
+ | <code java> | ||
+ | LM.compute(); | ||
+ | </ | ||
+ | |||
+ | To obtain the total amount of absorbed radiation of a node x, the // | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.scene.experiment.Measurement; | ||
+ | |||
+ | Measurement spectrum = LM.getAbsorbedPowerMeasurement(x); | ||
+ | float absorbedPower = spectrum.integrate(); | ||
+ | </ | ||
+ | |||
+ | Have in mind, the unit here is Watt. The output power of the light sources is set in Watt and the values for absorption, reflectance, | ||
+ | |||
+ | By doing this within a rule, the light absorption can be obtained for all objects of the specified type, such as a //Box//, as in this example: | ||
+ | |||
+ | <code java> | ||
+ | [ | ||
+ | x:Box ::> { | ||
+ | Measurement spectrum = LM.getAbsorbedPowerMeasurement(x); | ||
+ | float absorbedPower = spectrum.integrate(); | ||
+ | } | ||
+ | ] | ||
+ | </ | ||
+ | |||
+ | Accessing the absorption values for each bucket can be done by accessing the data variable of the // | ||
+ | |||
+ | <code java> | ||
+ | Measurement spectrum = LM.getAbsorbedPowerMeasurement(x); | ||
+ | // absorbed power for the first bucket: 380 - 397 nm | ||
+ | float ap380_397 = spectrum.data[0]; | ||
+ | |||
+ | // accumulate absorbed power into four buckets | ||
+ | float b0 = 0, b1 = 0, b2 = 0, b3 = 0; | ||
+ | for(int i:(0:4)) { | ||
+ | b0 += spectrum.data[ 0+i]; // 0-4 | ||
+ | b1 += spectrum.data[ 5+i]; // 5-9 | ||
+ | b2 += spectrum.data[10+i]; | ||
+ | b3 += spectrum.data[15+i]; | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | |||
+ | ==== Light sources ==== | ||
+ | After the light model has been set up, the next step is to define the spectral light sources. The GPUFlux light model works with all basic light nodes, such as // | ||
+ | |||
+ | <code java> | ||
+ | WAVELENGTHS = {380, 410, 420, 450, 465, 480, 490, 600, 620, 630, 640, 655, 660, 670, 690, 700, 720}; | ||
+ | AMPLITUDES = {0.05, 0.1, 0.4, 0.63, 0.25, 0.15, 0.05, 0.01, 0.1, 0.3, 0.4, 0.85, 0.75, 0.95, 0.6, 0.25, 0.1}; | ||
+ | </ | ||
+ | |||
+ | {{ :tutorials:light10.png? | ||
+ | |||
+ | |||
+ | Note: Step sizes do not have to be equal, and values in between are linearly interpolated. The unit of the amplitude is either given absolutely in watts or normalized between zero and one. The wavelength array is assumed to be sorted from low to high. | ||
+ | |||
+ | A spectrum, given by an array of wavelengths and corresponding amplitudes, is called a spectral curve, and in computer graphics, it defines a spectral power distribution. In GroIMP, a spectral curve can be defined using the // | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.spectral.SpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | |||
+ | const float[] WAVELENGTHS = {380, 410, 420, 450, 465, 480, 490, 600, 620, 630, 640, 655, 660, 670, 690, 700, 720}; | ||
+ | const float[] AMPLITUDES = {0.05, 0.1, 0.4, 0.63, 0.25, 0.15, 0.05, 0.01, 0.1, 0.3, 0.4, 0.85, 0.75, 0.95, 0.6, 0.25, 0.1}; | ||
+ | |||
+ | const SpectralCurve TEST_SPD = new IrregularSpectralCurve(WAVELENGTHS, | ||
+ | </ | ||
+ | |||
+ | **SPD** = **S**pectral **P**ower **D**istribution | ||
+ | |||
+ | |||
+ | Besides user-defined spectral curves, GroIMP provides a set of spectral curves: | ||
+ | |||
+ | * BlackbodySpectralCurve | ||
+ | * ConstantSpectralCurve | ||
+ | * RegularSpectralCurve | ||
+ | * RGBSpectralCurve | ||
+ | * CIENormSpectralCurve | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Since these spectral curve classes all implement the same // | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.spectral.SpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.shading.ChannelSPD; | ||
+ | |||
+ | //user defined spectral curve, applied to an IrregularSpectralCurve | ||
+ | float[] WAVELENGTHS = {380, 485, 490, 610, 615, 720}; | ||
+ | float[] AMPLITUDES = {0, | ||
+ | ChannelSPD GREEN_SPD = new ChannelSPD(new IrregularSpectralCurve(WAVELENGTHS, | ||
+ | |||
+ | // | ||
+ | ChannelSPD GREEN_SPD = new ChannelSPD(new RGBSpectralCurve(0, | ||
+ | |||
+ | //a constant spectral curve of the intensity of 0.25 equally over the whole spectrum | ||
+ | ChannelSPD CONST_SPD = new ChannelSPD(new ConstantSpectralCurve(0.25)); | ||
+ | |||
+ | //a regular spectral curve will apply the given intensities across the specified range ([400, | ||
+ | ChannelSPD REG_SPD = new ChannelSPD(new | ||
+ | |||
+ | //a CIE Norm D55 spectral curve - sun light | ||
+ | ChannelSPD REG_SPD = new ChannelSPD(new CIENormSpectralCurve(Attributes.CIE_NORM_D55)); | ||
+ | |||
+ | //a black body spectral curve with a temperature of 5000K | ||
+ | ChannelSPD REG_SPD = new ChannelSPD(new BlackbodySpectralCurve(5000)); | ||
+ | </ | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | To use the spectral curve as input for a light source, a // | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.objects.SpectralLight; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.SpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | //user defined spectral curve, applied to an IrregularSpectralCurve | ||
+ | const float[] WAVELENGTHS = {380, 485, 490, 610, 615, 720}; | ||
+ | const float[] AMPLITUDES = {0, | ||
+ | const SpectralCurve TEST_SPD = new IrregularSpectralCurve(WAVELENGTHS, | ||
- | In GroIMP, the GPUFlux model allows us to simulate spectral light between about 380 to 720 nm (default values), up to 1nm buckets if wanted. | ||
- | Note: The implementation basically allows to set individual limits for min and maxLambda extending the range of the visible light spectrum, i.e. infra-red and ultra violet. When the wavelength deviates too much from visual light, ray optics is no longer the most adequate tool for describing flow of electromagnetic radiation as other effects become quite significant. Therefore, from a physical point of view, the results will become not meaningful any more. One reason for this choice - the default range of 380-72nm - is that the model uses smith' | + | module MyLamp extends LightNode() { |
+ | { | ||
+ | setLight( | ||
+ | new SpectralLight(TEST_SPD).( | ||
+ | setPower(100), // [W] | ||
+ | setLight(new PointLight()) | ||
+ | ) // end SpectralLight | ||
+ | ); // end setLight | ||
+ | } | ||
+ | } | ||
+ | protected void init() [ | ||
+ | Axiom ==> MyLamp; | ||
+ | ] | ||
+ | </ | ||
- | to be continued... | + | Note: // |
+ | |||
+ | Within the // | ||
+ | |||
+ | * at 1nm resolution [300, 780] | ||
+ | * A, D65 | ||
+ | * at 5nm resolution [300, 780] | ||
+ | * A, C, D50, D55, D65, D75 | ||
+ | * at 5nm resolution [380, 780] | ||
+ | * FL1-12, FL3_1-15, HP1-5 | ||
+ | |||
+ | For instance, | ||
<code java> | <code java> | ||
- | tbd | + | import de.grogra.gpuflux.imp3d.spectral.CIENormSpectralCurve; |
+ | import de.grogra.gpuflux.imp3d.objects.SpectralLight; | ||
+ | |||
+ | //define a light module | ||
+ | module MyLamp extends LightNode { | ||
+ | { | ||
+ | setLight( | ||
+ | new SpectralLight( new CIENormSpectralCurve(Attributes.CIE_NORM_D65) ).( | ||
+ | setPower(100), | ||
+ | setLight(new PointLight()) | ||
+ | ) //end SpectralLight | ||
+ | ); //end setLight | ||
+ | } | ||
+ | } | ||
</ | </ | ||
+ | Using the SPD, we define the light ' | ||
+ | In the above example, a // | ||
+ | |||
+ | This is especially helpful or necessary for any definition of artificial light sources, such as those found in greenhouses, | ||
+ | |||
+ | The physical light distribution can be defined as a polar distribution diagram (also called polar curve) showing the luminous intensity values with increasing angles from two imaginary axes of the lamp, which is placed in the centre. Red: 0–180◦ plane, blue 90–270◦ plane. On the right of the figure below, a 3D visualisation of the same light source is given. The colour of each point (gradient from black to bright red), as well as the distance to the light source, both indicate the power emitted by the light source in a particular direction per unit solid angle. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Within GroIMP, the PLD can be visualized for any light source, as illustrated below for a // | ||
+ | |||
+ | <code java> | ||
+ | protected void init () [ | ||
+ | Axiom ==> LightNode.(setLight( | ||
+ | new SpotLight().( | ||
+ | setInnerAngle(0.02), | ||
+ | setOuterAngle(0.7), | ||
+ | setPower(100), | ||
+ | setVisualize(true), | ||
+ | setNumberofrays(500), | ||
+ | setRaylength(2) //set the length of the visualized light rays | ||
+ | ))); | ||
+ | ] | ||
+ | </ | ||
+ | |||
+ | The result of the light ray visualization, | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | To see a more realistic light pattern, the scene needs to be rendered using one of the light models. Below is a rendered image of the // | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | |||
+ | Defining a PLD for a light source can be done in two ways: 1) ' | ||
+ | |||
+ | In any case, instead of one of the predefined light sources, such as // | ||
+ | |||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
+ | import de.grogra.gpuflux.imp3d.objects.SpectralLight; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | |||
+ | // definition of the PLD | ||
+ | const double[][] DISTRIBUTION = { | ||
+ | | ||
+ | | ||
+ | ... | ||
+ | }; | ||
+ | |||
+ | const float[] WAVELENGTHS = {380, | ||
+ | const float[] AMPLITUDES = {0.000967721, | ||
+ | |||
+ | module MyLamp extends LightNode() { | ||
+ | { | ||
+ | setLight( | ||
+ | new SpectralLight(new IrregularSpectralCurve(WAVELENGTHS, | ||
+ | setPower(100), | ||
+ | setLight(new PhysicalLight(DISTRIBUTION)) //here the PLD is used | ||
+ | ) // end SpectralLight | ||
+ | ); // end setLight | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | |||
+ | A PLD distribution is defined as two-dimensional array, where the values of each row represent the intensities in one direction, starting at 90 degree (above the light source) going down to 270 degree (right below the light source), covering 180 degree. The values given are equally distributed of the 180 degree, e.g., when only three values are given, the first will be associated with 90 degree, the second with zero and the third with 270 degree. The rows on the other hand are equally distributed around the virtual z-axis, around the light source. If only one row is given, this distribution defined within the first row, will be used equally around the whole light source. If two rows are given, the first one will be used at zero degree and the second one at 180 degree. The values in-between are interpolated. The intensities are given in ether in absolute values (in Watt) or in percent in the range or zero to one or zero to 100. They are normalized internally again. | ||
+ | |||
+ | |||
+ | ==== Local illumination - Shader ==== | ||
+ | |||
+ | After the definition of the global illumination model and the light sources, the last missing part required for proper spectral light modelling is the definition of the local illumination model. In computer graphics, the tools used are called Shaders. A shader defines the local optical properties of an object, namely the values for reflection, absorption, and transmission. The Phong illumination model, or Phong shader for short, allows us to define all required aspects. | ||
+ | |||
+ | In the same way as the spectral curves are defined for the light sources, the spectrum for reflectance and transmittance needs to be defined for our spectral shader. The values for absorptance are obtained as the ' | ||
+ | |||
+ | Note: we employ the terms // | ||
+ | |||
+ | Note: there is no check of plausibility implemented within the Phong shader. The user needs to make sure that the sum of reflection and transmission is not higher than the actual incoming radiation. An object cannot reflect or transmit more light than it received; otherwise, it would itself be a light source emitting light. | ||
+ | |||
+ | A Phong shader can be defined as following: | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.shading.ChannelSPD; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.RGBSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.ConstantSpectralCurve; | ||
+ | |||
+ | static float[] WAVELENGTHS = {380, 485, 490, 610, 615, 720}; | ||
+ | static float[] AMPLITUDES = {0, | ||
+ | static ChannelSPD GREEN_SPD = new ChannelSPD(new IrregularSpectralCurve(WAVELENGTHS, | ||
+ | |||
+ | static ChannelSPD RED_SPD = new ChannelSPD(new RGBSpectralCurve(0.8, | ||
+ | static ChannelSPD CONST_SPD = new ChannelSPD(new ConstantSpectralCurve(0.25)); | ||
+ | |||
+ | //shader definition as global variable | ||
+ | Phong myShader0 = new Phong(); | ||
+ | static { | ||
+ | myShader0.setDiffuse(GREEN_SPD); | ||
+ | myShader0.setTransparency(RED_SPD); | ||
+ | } | ||
+ | |||
+ | //and use of the global shader within a module that is interpreted as Box | ||
+ | module TestBox ==> { | ||
+ | } Box(0.001, | ||
+ | |||
+ | |||
+ | //or define the shader within a module that extends a Box | ||
+ | module TestBox extends Box(0.001, | ||
+ | | ||
+ | //define a variable of type Phong and call it myShader | ||
+ | Phong myShader = new Phong(); | ||
+ | | ||
+ | //within the static constructor function - automatically called whenever a TestBox is generated | ||
+ | // the shader is parametrized and applied to the TestBox | ||
+ | { | ||
+ | //define the shader aspects | ||
+ | myShader.setDiffuse(GREEN_SPD); | ||
+ | myShader.setTransparency(RED_SPD); | ||
+ | myShader.setSpecular(CONST_SPD); | ||
+ | | ||
+ | //set the shader to the TestBox | ||
+ | setShader(myShader); | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Note: Do NOT mix common RGB shaders (like the // | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==== SPD and PLD files and references ==== | ||
+ | Beside defining the SPD and PLD as arrays within XL, GroIMP supports the import of common file formates for both. | ||
+ | |||
+ | Both can be imported in the same way by open the Panels Tab and go to Explorers first. For PLD, the ' | ||
+ | |||
+ | {{ : | ||
+ | {{ : | ||
+ | |||
+ | To access the imported light spectra and physical light distributions within XL, one needs to define a reference to the files in the following way: | ||
+ | |||
+ | <code java> | ||
+ | // | ||
+ | const LightDistributionRef DISTRIBUTION = light(”distri1”); | ||
+ | const SpectrumRef SPECTRUM = spectrum(”equal”); | ||
+ | |||
+ | set them via the constructor | ||
+ | module MyLamp extends LightNode { | ||
+ | { | ||
+ | setLight(new SpectralLight(new PhysicalLight(DISTRIBUTION), | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | GroIMP supports the inport of ' | ||
+ | |||
+ | ==== Example ==== | ||
+ | In the following four minimal working examples are given to illustrate: the light model, the definition of light sources, adding a object and define a spectral shader, and on how to visualize the results. The four examples are building on each other, meaning with each example new parts will extend the previous code. | ||
+ | |||
+ | Note: The examples require GroIMP version >=2.0 to run. With GroIMP version 2.0 some changes on the internal package structure are made. formally classes found in // | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | |||
+ | // Light nodes need to be imported like this | ||
+ | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
+ | </ | ||
+ | |||
+ | === Example 1 - Light Model === | ||
+ | This example just defines the GPUFlux light model and parameterizes it to simulate a spectrum from 300 to 800nm and measure the results in 30 buckets. | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.tracer.FluxLightModelTracer.MeasureMode; | ||
+ | |||
+ | //constants for the light model: number of rays and maximal recursion depth | ||
+ | const int RAYS = 1000000; | ||
+ | const int DEPTH = 10; | ||
+ | |||
+ | // | ||
+ | protected void init () { | ||
+ | // | ||
+ | println(" | ||
+ | FluxLightModel GPU_LM = new FluxLightModel(RAYS, | ||
+ | GPU_LM.setSeed(1234567890); | ||
+ | GPU_LM.setMeasureMode(MeasureMode.FULL_SPECTRUM); | ||
+ | GPU_LM.setSpectralDomain(300, | ||
+ | GPU_LM.setSpectralBuckets(31);// | ||
+ | GPU_LM.compute();// | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | The model will run and directly when saved, creates an instance of the light model, set wanted parameters and run it. there will be no output (except the one form the light model itself, stating that it was executed and giving some statistics on the scene and further stating that no light sources could be found within the scene). | ||
+ | |||
+ | If you already get errors here, your system most probably does not support spectral light modelling. | ||
+ | |||
+ | |||
+ | === Example 2 - Light Sources === | ||
+ | This example defines a spectral light source with a user define physical light distribution (PLD) and a predefined CIE NORM D55 as spectral power distribution (SPD) (used to define typical sun light) and add the light source to the scene. | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.spectral.CIENormSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.objects.SpectralLight; | ||
+ | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
+ | import de.grogra.gpuflux.tracer.FluxLightModelTracer.MeasureMode; | ||
+ | import de.grogra.gpuflux.scene.experiment.Measurement; | ||
+ | |||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | // | ||
+ | const double[][] DISTRIBUTION = { | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} | ||
+ | }; | ||
+ | |||
+ | //use the predefined CIE NORM D65 for typical sun light | ||
+ | static const float[] WAVELENGTHS_S = CIENormSpectralCurve.NM_300_780_5; | ||
+ | static const float[] AMPLITUDES_S = CIENormSpectralCurve.D65; | ||
+ | |||
+ | //define a light node | ||
+ | module MyLamp extends LightNode { | ||
+ | { | ||
+ | setLight( | ||
+ | new SpectralLight( | ||
+ | new IrregularSpectralCurve(WAVELENGTHS_S, | ||
+ | ).( | ||
+ | setPower(7.8), | ||
+ | setLight( | ||
+ | new PhysicalLight(DISTRIBUTION).( | ||
+ | setVisualize(true), | ||
+ | setNumberofrays(500), | ||
+ | setRaylength(3.5) | ||
+ | ) | ||
+ | ) | ||
+ | ) //end SpectralLight | ||
+ | ); //end setLight | ||
+ | } | ||
+ | } | ||
+ | |||
+ | //constants for the light model: number of rays and maximal recursion depth | ||
+ | const int RAYS = 1000000; | ||
+ | const int DEPTH = 10; | ||
+ | |||
+ | // | ||
+ | protected void init () { | ||
+ | //create the actual 3D scene | ||
+ | [ | ||
+ | Axiom ==> MyLamp; | ||
+ | ] | ||
+ | |||
+ | //make sure the changes on the graph are applied... | ||
+ | {derive(); | ||
+ | //so that we directly can continue and work on the graph | ||
+ | |||
+ | // | ||
+ | println(" | ||
+ | FluxLightModel GPU_LM = new FluxLightModel(RAYS, | ||
+ | GPU_LM.setSeed(1234567890); | ||
+ | GPU_LM.setMeasureMode(MeasureMode.FULL_SPECTRUM); | ||
+ | GPU_LM.setSpectralDomain(300, | ||
+ | GPU_LM.setSpectralBuckets(31);// | ||
+ | GPU_LM.compute();// | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Since the visualization of the light rays is turned on for the light source, we can see the light source in the 3D view window. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | |||
+ | === Example 3 - Scene object and shader === | ||
+ | Here now we define a test object, s simple flat box of one square meter in dimension and apply a green spectral shader to it. The 3D view window should now show something similar to this: | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.spectral.CIENormSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.shading.ChannelSPD; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.objects.SpectralLight; | ||
+ | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
+ | import de.grogra.gpuflux.tracer.FluxLightModelTracer.MeasureMode; | ||
+ | import de.grogra.gpuflux.scene.experiment.Measurement; | ||
+ | |||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | // | ||
+ | const double[][] DISTRIBUTION = { | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} | ||
+ | }; | ||
+ | |||
+ | //use the predefined CIE NORM D65 for typical sun light | ||
+ | static const float[] WAVELENGTHS_S = CIENormSpectralCurve.NM_300_780_5; | ||
+ | static const float[] AMPLITUDES_S = CIENormSpectralCurve.D65; | ||
+ | |||
+ | //define a light node | ||
+ | module MyLamp extends LightNode { | ||
+ | { | ||
+ | setLight( | ||
+ | new SpectralLight( | ||
+ | new IrregularSpectralCurve(WAVELENGTHS_S, | ||
+ | ).( | ||
+ | setPower(7.8), | ||
+ | setLight( | ||
+ | new PhysicalLight(DISTRIBUTION).( | ||
+ | setVisualize(true), | ||
+ | setNumberofrays(500), | ||
+ | setRaylength(3.5) | ||
+ | ) | ||
+ | ) | ||
+ | ) //end SpectralLight | ||
+ | ); //end setLight | ||
+ | |||
+ | } | ||
+ | } | ||
+ | |||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | //define a green shader as user-defined irregular spectral curve | ||
+ | public const float[] WAVELENGTHS = {300, 525, 530, 575, 580, 800}; | ||
+ | public const float[] AMPLITUDES = {0, | ||
+ | const ChannelSPD GREEN_SPD = new ChannelSPD(new IrregularSpectralCurve(WAVELENGTHS, | ||
+ | |||
+ | //apply the shader to an object: a box of one square meter | ||
+ | module TestShader ==> { | ||
+ | Phong myShader = new Phong(); | ||
+ | // | ||
+ | myShader.setDiffuse(GREEN_SPD); | ||
+ | } Box(0.001, | ||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | //constants for the light model: number of rays and maximal recursion depth | ||
+ | const int RAYS = 1000000; | ||
+ | const int DEPTH = 10; | ||
+ | |||
+ | // | ||
+ | protected void init () { | ||
+ | clearConsole(); | ||
+ | |||
+ | //create the actual 3D scene | ||
+ | [ | ||
+ | Axiom ==> TestShader M(2) RL(180) MyLamp; | ||
+ | ] | ||
+ | |||
+ | //make sure the changes on the graph are applied... | ||
+ | {derive(); | ||
+ | //so that we directly can continue and work on the graph | ||
+ | |||
+ | // | ||
+ | println(" | ||
+ | FluxLightModel GPU_LM = new FluxLightModel(RAYS, | ||
+ | GPU_LM.setSeed(1234567890); | ||
+ | GPU_LM.setMeasureMode(MeasureMode.FULL_SPECTRUM); | ||
+ | GPU_LM.setSpectralDomain(300, | ||
+ | GPU_LM.setSpectralBuckets(31);// | ||
+ | GPU_LM.compute();// | ||
+ | |||
+ | //check the scene objects for their light absorption | ||
+ | Measurement ms; | ||
+ | [ | ||
+ | x: | ||
+ | ] | ||
+ | println("" | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | To obtain the measurement results, one needs to first run the light model and second check each (wanted) scene object for its absorption values. A simple graph query can eb used to implement the second part, where here is searched for all TestShader instances within the graph and the light absorption is obtained. Afterwards the results a printed to the GroIMP console window. The output of the code is the integrated absorbed power and the array of the absorption values for each bucket. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | |||
+ | === Example 4 - Output visualization === | ||
+ | In the final version, we are now going to add a charts to visualize the emitted spectrum and to plot it against the absorbed spectrum of the test object. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | <code java> | ||
+ | import de.grogra.gpuflux.imp3d.spectral.CIENormSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.shading.ChannelSPD; | ||
+ | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; | ||
+ | import de.grogra.gpuflux.imp3d.objects.SpectralLight; | ||
+ | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
+ | import de.grogra.gpuflux.tracer.FluxLightModelTracer.MeasureMode; | ||
+ | import de.grogra.gpuflux.scene.experiment.Measurement; | ||
+ | |||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | // | ||
+ | const double[][] DISTRIBUTION = { | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, | ||
+ | {1, 1, 1,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} | ||
+ | }; | ||
+ | |||
+ | |||
+ | //use the predefined CIE NORM D65 for typical sun light | ||
+ | static const float[] WAVELENGTHS_S = CIENormSpectralCurve.NM_300_780_5; | ||
+ | static const float[] AMPLITUDES_S = CIENormSpectralCurve.D65; | ||
+ | |||
+ | //define a light node | ||
+ | module MyLamp extends LightNode { | ||
+ | { | ||
+ | setLight( | ||
+ | new SpectralLight( | ||
+ | new IrregularSpectralCurve(WAVELENGTHS_S, | ||
+ | ).( | ||
+ | setPower(7.8), | ||
+ | setLight( | ||
+ | new PhysicalLight(DISTRIBUTION).( | ||
+ | setVisualize(true), | ||
+ | setNumberofrays(500), | ||
+ | setRaylength(3.5) | ||
+ | ) | ||
+ | ) | ||
+ | ) //end SpectralLight | ||
+ | ); //end setLight | ||
+ | |||
+ | } | ||
+ | } | ||
+ | |||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | //define a green shader as user-defined irregular spectral curve | ||
+ | public const float[] WAVELENGTHS = {300, 525, 530, 575, 580, 700}; | ||
+ | public const float[] AMPLITUDES = {0, | ||
+ | const ChannelSPD GREEN_SPD = new ChannelSPD(new IrregularSpectralCurve(WAVELENGTHS, | ||
+ | |||
+ | //apply the shader to an object: a box of one square meter | ||
+ | module TestShader ==> { | ||
+ | Phong myShader = new Phong(); | ||
+ | // | ||
+ | myShader.setDiffuse(GREEN_SPD); | ||
+ | } Box(0.001, | ||
+ | //////////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | //define the data sheet | ||
+ | const DatasetRef absorbedChart = new DatasetRef(" | ||
+ | |||
+ | //constants for the light model: number of rays and maximal recursion depth | ||
+ | const int RAYS = 1000000; | ||
+ | const int DEPTH = 10; | ||
+ | |||
+ | // | ||
+ | protected void init () { | ||
+ | clearConsole(); | ||
+ | |||
+ | // | ||
+ | absorbedChart.clear().setColumnKey(0," | ||
+ | chart(absorbedChart, | ||
+ | |||
+ | //plot the emitted spectral curve | ||
+ | float INTEGRAL = 0; | ||
+ | for(int i: | ||
+ | for(int i: | ||
+ | absorbedChart.addRow().(set(0, | ||
+ | } | ||
+ | |||
+ | //create the actual 3D scene | ||
+ | [ | ||
+ | Axiom ==> TestShader M(2) RL(180) MyLamp; | ||
+ | ] | ||
+ | |||
+ | //make sure the changes on the graph are applied... | ||
+ | {derive(); | ||
+ | //so that we directly can continue and work on the graph | ||
+ | |||
+ | // | ||
+ | println(" | ||
+ | FluxLightModel GPU_LM = new FluxLightModel(RAYS, | ||
+ | GPU_LM.setSeed(1234567890); | ||
+ | GPU_LM.setMeasureMode(MeasureMode.FULL_SPECTRUM); | ||
+ | GPU_LM.setSpectralDomain(300, | ||
+ | GPU_LM.setSpectralBuckets(31);// | ||
+ | GPU_LM.compute();// | ||
+ | |||
+ | //check the scene objects for their light absorption | ||
+ | Measurement ms; | ||
+ | [ | ||
+ | x: | ||
+ | ] | ||
+ | print(" | ||
+ | |||
+ | //plot the absorption spectrum | ||
+ | for(int i: | ||
+ | absorbedChart.addRow().(set(1, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | |||
+ | |||
+ | ==== Dispersion ==== | ||
+ | |||
+ | The GPUFlux light model also supports the simulation of dispersion effects – the phenomenon where light separates into its constituent colours due to variations in the reflective index with wavelengths. Different wavelengths of light refract (bend) at different angles when passing through a medium like glass, causing the colours to separate. Essentially, | ||
+ | |||
+ | As default the simulation of dispersion is turned off - to speed up calculations - but can be enabled in the preferences of the GPUFlux light model or within the code as following: | ||
+ | |||
+ | <code java> | ||
+ | FluxLightModel LM = new FluxLightModel(RAYS, | ||
+ | |||
+ | // enable dispersion | ||
+ | LM.setDispersion(true); | ||
+ | </ | ||
+ | |||
+ | |||
+ | When enabled and applied to a scene containing some ‘diamonds’ (imported OBJ objects), one can generate things like shown below (Henke and Buck-Sorlin 2018): | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | |||
+ | |||
+ | ===== Acknowledgements ===== | ||
Special thanks to Dietger van Antwerpen, who implemented the GPUFlux light model for GroIMP! | Special thanks to Dietger van Antwerpen, who implemented the GPUFlux light model for GroIMP! | ||
+ | |||
+ | |||
+ | ===== References ===== | ||
+ | |||
+ | * Henke M and Buck-Sorlin GH (2018) Using a full spectral raytracer for the modelling of light microclimate in a functional-structural plant model; Computing and Informatics, | ||
+ | * van Antwerpen, D.G. (2011) High Performance Spectral Light Transport Model for Agricultural Applications, | ||
+ | * van Antwerpen, D.G. (2011) Unbiased physically based rendering on the GPU, Master thesis, Delft University of Technology | ||
+ |
tutorials/basic-spectral-light-modeling.1732948598.txt.gz · Last modified: 2024/11/30 07:36 by MH