tutorials:basic-spectral-light-modeling
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tutorials:basic-spectral-light-modeling [2025/06/02 21:24] – [Local illumination - Shader] MH | tutorials:basic-spectral-light-modeling [2025/06/04 14:08] (current) – MH | ||
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{{ : | {{ : | ||
- | Spectral light simulations now deal not only with the pure calculation of light distributions but also include aspects of the principal characteristics | + | Spectral light simulations now deal not only with the pure calculation of light distributions |
{{ : | {{ : | ||
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LM.setSpectralBuckets(21); | LM.setSpectralBuckets(21); | ||
LM.setSpectralDomain(380, | LM.setSpectralDomain(380, | ||
+ | ... | ||
} | } | ||
</ | </ | ||
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</ | </ | ||
- | To obtain the total amount of absorbed radiation of a node x, the // | + | To obtain the total amount of absorbed radiation of a node x, the // |
<code java> | <code java> | ||
+ | import de.grogra.gpuflux.scene.experiment.Measurement; | ||
+ | |||
Measurement spectrum = LM.getAbsorbedPowerMeasurement(x); | Measurement spectrum = LM.getAbsorbedPowerMeasurement(x); | ||
float absorbedPower = spectrum.integrate(); | 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: | 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: | ||
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<code java> | <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[] WAVELENGTHS = {380, 410, 420, 450, 465, 480, 490, 600, 620, 630, 640, 655, 660, 670, 690, 700, 720}; | ||
- | const 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 float[] |
- | const ChannelSPD | + | const SpectralCurve |
</ | </ | ||
+ | |||
+ | **SPD** = **S**pectral **P**ower **D**istribution | ||
+ | |||
Besides user-defined spectral curves, GroIMP provides a set of spectral curves: | Besides user-defined spectral curves, GroIMP provides a set of spectral curves: | ||
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{{ : | {{ : | ||
- | |||
Since these spectral curve classes all implement the same // | Since these spectral curve classes all implement the same // | ||
<code java> | <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 | //user defined spectral curve, applied to an IrregularSpectralCurve | ||
float[] WAVELENGTHS = {380, 485, 490, 610, 615, 720}; | float[] WAVELENGTHS = {380, 485, 490, 610, 615, 720}; | ||
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ChannelSPD REG_SPD = new ChannelSPD(new CIENormSpectralCurve(Attributes.CIE_NORM_D55)); | ChannelSPD REG_SPD = new ChannelSPD(new CIENormSpectralCurve(Attributes.CIE_NORM_D55)); | ||
- | // a black body spectral curve with a temperature of 5000K | + | //a black body spectral curve with a temperature of 5000K |
ChannelSPD REG_SPD = new ChannelSPD(new BlackbodySpectralCurve(5000)); | ChannelSPD REG_SPD = new ChannelSPD(new BlackbodySpectralCurve(5000)); | ||
</ | </ | ||
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{{ : | {{ : | ||
- | To use the spectral curve as input for a light source, a // | + | To use the spectral curve as input for a light source, a // |
<code java> | <code java> | ||
- | const float[] WAVELENGTHS = {380,385,...}; | + | import de.grogra.gpuflux.imp3d.objects.SpectralLight; |
- | const float[] AMPLITUDES = {0.000967721, 0.000980455, ...}; | + | 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 = {0,0,1,1,0,0}; | ||
+ | const SpectralCurve TEST_SPD = new IrregularSpectralCurve(WAVELENGTHS, | ||
module MyLamp extends LightNode() { | module MyLamp extends LightNode() { | ||
{ | { | ||
setLight( | setLight( | ||
- | new SpectralLight(new IrregularSpectralCurve(WAVELENGTHS, | + | new SpectralLight(TEST_SPD).( |
setPower(100), | setPower(100), | ||
setLight(new PointLight()) | setLight(new PointLight()) | ||
Line 193: | Line 214: | ||
} | } | ||
} | } | ||
+ | |||
+ | protected void init() [ | ||
+ | Axiom ==> MyLamp; | ||
+ | ] | ||
</ | </ | ||
+ | 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, to use the predefined CIE NORM D65 for typical sun light within a user defined light module, one could use the following code. | ||
+ | |||
+ | <code java> | ||
+ | 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 // | ||
- | To complete the definition of a light source, besides the spectral power distribution, | + | 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. | 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. | ||
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{{ : | {{ : | ||
- | 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 LampDemo.gsz, | + | 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 //LampDemo.gsz//, as it can be found in the GroIMP internal example gallery. |
{{ : | {{ : | ||
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Defining a PLD for a light source can be done in two ways: 1) ' | 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 // | + | In any case, instead of one of the predefined light sources, such as // |
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} | } | ||
</ | </ | ||
+ | |||
+ | |||
+ | 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. | ||
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<code java> | <code java> | ||
- | float[] WAVELENGTHS = {380, 485, 490, 610, 615, 720}; | + | import de.grogra.gpuflux.imp3d.shading.ChannelSPD; |
- | float[] AMPLITUDES = {0, | + | import de.grogra.gpuflux.imp3d.spectral.IrregularSpectralCurve; |
- | ChannelSPD GREEN_SPD = new ChannelSPD(new IrregularSpectralCurve(WAVELENGTHS, | + | import de.grogra.gpuflux.imp3d.spectral.RGBSpectralCurve; |
+ | import de.grogra.gpuflux.imp3d.spectral.ConstantSpectralCurve; | ||
- | ChannelSPD RED_SPD | + | static float[] WAVELENGTHS |
- | ChannelSPD | + | static float[] AMPLITUDES = {0,0,1,1,0,0}; |
+ | static | ||
- | Phong myShader | + | static ChannelSPD RED_SPD |
- | myShader.setDiffuse(GREEN_SPD); | + | static ChannelSPD CONST_SPD = new ChannelSPD(new ConstantSpectralCurve(0.25)); |
- | myShader.setTransparency(RED_SPD); | + | |
+ | //shader definition as global variable | ||
+ | Phong myShader0 = new Phong(); | ||
+ | static { | ||
+ | myShader0.setDiffuse(GREEN_SPD); | ||
+ | myShader0.setTransparency(RED_SPD); | ||
+ | } | ||
- | //within a module that extends a Box | + | //and use of the global shader within a module that is interpreted as Box |
+ | module TestBox ==> { | ||
+ | } Box(0.001, | ||
+ | |||
+ | |||
+ | //or define the shader | ||
module TestBox extends Box(0.001, | module TestBox extends Box(0.001, | ||
| | ||
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} | } | ||
} | } | ||
- | |||
- | //as a module that is interpreted as Box | ||
- | module TestBox ==> { | ||
- | Phong myShader = new Phong(); | ||
- | } Box(0.001, | ||
</ | </ | ||
- | |||
- | 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, to use the predefined CIE NORM D65 for typical sun light within a user defined light module, one could use the following code. | ||
- | |||
- | <code java> | ||
- | import de.grogra.gpuflux.imp3d.spectral.CIENormSpectralCurve; | ||
- | import de.grogra.gpuflux.imp3d.objects.PhysicalLight; | ||
- | |||
- | //define a light module | ||
- | module MyLamp extends LightNode { | ||
- | { | ||
- | setLight( | ||
- | new SpectralLight( | ||
- | new CIENormSpectralCurve(Attributes.CIE_NORM_D65) | ||
- | ).( | ||
- | setPower(100), | ||
- | setLight( | ||
- | new PhysicalLight(DISTRIBUTION).( | ||
- | setVisualize(true), | ||
- | setNumberofrays(250), | ||
- | setRaylength(1)// | ||
- | ) | ||
- | ) | ||
- | ) //end SpectralLight | ||
- | ); //end setLight | ||
- | } | ||
- | } | ||
- | </ | ||
- | |||
- | |||
Note: Do NOT mix common RGB shaders (like the // | Note: Do NOT mix common RGB shaders (like the // | ||
- | ==== Sensor nodes ==== | ||
- | |||
- | To monitor light distributions with a scene without interfering, | ||
- | |||
- | Note: The size of the sensor node directly correlates with the probability of got hit by a light ray. For a very small sphere the probability to got hit by a light ray is relatively low, so the number of light rays simulated by the light model needs to be much larger to get repayable results. Therefore, better not to use very small sensor nodes. | ||
- | |||
- | Note: The colour of the sensor node determines which wavelengths should be observed. The default value is white, what stands for monitor all colours. If, for instance, the sensor colour is set to red, only red spectra will be sensed. | ||
- | |||
- | Note: The output of a sensor node is normalized to absorbed radiance per square meter, independent of the actual size of the sensor. | ||
- | |||
- | Note: Sensor nodes can be enabled and disabled for the light model using the LM.setEnableSensors(true/ | ||
- | |||
- | <code java> | ||
- | // create a 5cm, white sensor node | ||
- | Axiom ==> SensorNode().(setRadius(0.05), | ||
- | |||
- | //check what the sensor node has sensed | ||
- | x: | ||
- | Measurement spectrum = lm.getSensedIrradianceMeasurement(x); | ||
- | float absorbedPower = spectrum.integrate(); | ||
- | ... | ||
- | } | ||
- | </ | ||
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</ | </ | ||
+ | GroIMP supports the inport of ' | ||
==== Example ==== | ==== Example ==== | ||
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</ | </ | ||
- | 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). | + | 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 |
If you already get errors here, your system most probably does not support spectral light modelling. | If you already get errors here, your system most probably does not support spectral light modelling. | ||
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x: | x: | ||
] | ] | ||
- | print(" | + | print(" |
//plot the absorption spectrum | //plot the absorption spectrum | ||
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} | } | ||
</ | </ | ||
+ | |||
+ | |||
+ | |||
+ | ==== 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): | ||
+ | |||
+ | {{ : | ||
tutorials/basic-spectral-light-modeling.1748892271.txt.gz · Last modified: 2025/06/02 21:24 by MH