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Usability of Digital Cameras for Verifying Physically Based ...

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Abstract<br />

Within computer graphics, the field <strong>of</strong> physically based rendering is<br />

concerned with those methods <strong>of</strong> image synthesis which yield results that<br />

do not only look real, but are also radiometrically correct renditions <strong>of</strong><br />

nature, i.e. which are accurate predictions <strong>of</strong> what a real scene would look<br />

like under given lighting conditions.<br />

In order to guarantee the correctness <strong>of</strong> the results, three stages <strong>of</strong> such a<br />

rendering system have to be verified with particular care: the light reflection<br />

models, the light transport simulation, and the perceptually based calcula-<br />

tions used at display time.<br />

In this thesis, the focus lies on the second step in this chain. Various<br />

approaches <strong>for</strong> verifying the implementation <strong>of</strong> a physically based rendering<br />

system have been proposed so far. However, the problem <strong>of</strong> proving that the<br />

results are correct is not fully solved yet, and no standardized methodology<br />

is available.<br />

Using a photograph <strong>for</strong> verifying the results <strong>of</strong> a rendering system seems<br />

obvious but an image produced by a common digital camera cannot be used<br />

<strong>for</strong> this purpose directly. The sensor <strong>of</strong> a digital camera usually sees colors<br />

differently than a human observer. Several techniques have been developed<br />

to compensate <strong>for</strong> this problem. Our goal was to find and compare as many<br />

meaningful ways <strong>of</strong> using a digital camera <strong>for</strong> verifying a physically based<br />

rendering system as possible, in order to provide a practicable method <strong>for</strong><br />

any development environment. Some <strong>of</strong> the analyzed methods were taken<br />

from the field <strong>of</strong> color management. Another method, that is based on a<br />

novel approach, was developed throughout this thesis. We did an exhaustive<br />

comparison <strong>of</strong> the usability and practicability <strong>of</strong> all the methods, focusing<br />

on required equipment and cost. We found that in general more elaborate<br />

methods give better results than low-end methods.<br />

As some <strong>of</strong> the methods are based on XYZ color space, we considered<br />

using this space as internal color space <strong>of</strong> our rendering system, rather than<br />

doing full spectral rendering. However, we found a severe problem in using<br />

XYZ space to determine the result <strong>of</strong> interactions <strong>of</strong> light and matter, as<br />

XYZ space is not closed to component-wise multiplication <strong>of</strong> XYZ triplets.<br />

Thus, based on this analysis we recommend full spectral rendering.<br />

This thesis also contains a comprehensive overview <strong>of</strong> related work in<br />

the field <strong>of</strong> verification <strong>of</strong> physically based rendering systems.<br />

i

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