A Fluorescent Material Model for Non-Spectral Editing & Rendering

Fuente: arXiv
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Auteurs principaux: Laurent, Belcour, Alban, Fichet, Pascal, Barla
Format: Preprint
Publié: 2025
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author Laurent, Belcour
Alban, Fichet
Pascal, Barla
author_facet Laurent, Belcour
Alban, Fichet
Pascal, Barla
contents Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
format Preprint
id arxiv_https___arxiv_org_abs_2505_19672
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle A Fluorescent Material Model for Non-Spectral Editing & Rendering
Laurent, Belcour
Alban, Fichet
Pascal, Barla
Graphics
I.3.7
Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
title A Fluorescent Material Model for Non-Spectral Editing & Rendering
topic Graphics
I.3.7
url https://arxiv.org/abs/2505.19672