A comprehensive physical model for light reflection
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Wavelength dependent reflectance functions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Deriving Spectra from Colors and Rendering Light Interference
IEEE Computer Graphics and Applications
Rendering Iridescent Colors of Optical Disks
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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Spectrum-based rendering uses spectral distributions instead of just three RGB colors for representation of light sources and surface properties in rendering equation. Since, spectrum has a value at every visible wavelength, the spectrum-based rendering gives much accurate color computation compared to RGB-based rendering and it give us opportunity to simulate wavelength dependent phenomena and effects caused by spectrum difference. We introduce a novel framework for spectrum-based rendering on GPU (Graphics Processing Unit) to compute local illumination. On this framework, the Phong reflectance model is implemented employing the spectral power distribution of light source and the spectral reflectance of surface simulating the color rendition of light sources and metamerism of surfaces. Multilayered thin film interference effects can also be handled within this framework with interactive speeds. Additionally, we propose the area light source defined by the spectral cube environment map and show the method for conversion of RGB environment map into a spectral one.