available - Cornell University Program of Computer Graphics
Transcription
available - Cornell University Program of Computer Graphics
Pigmented Colorants Dependency on Media and Time Jeffrey B. Budsberg • September 1, 2006 • Cornell University Art Restoration • Azor-Sadoch lunette – Michelangelo. Sistine chapel ceiling, Vatican City Color Matching • The Expulsion from Garden of Eden – Masaccio. Brancacci chapel, Florence Motivation • The appearance of paint changes over time • The painting medium drastically effects the overall appearance • What if there was a way to predict the appearance of pigmented materials? Overview • • • • • Painting Paint optics Experimental results Kubelka Munk theory Interactive viewer Vasily Kandinsky, Improvization 7 Composition of a painting • Support – the surface upon which the subsequent layers reside • Size – permeation that protects against deterioration • Ground – coated layer that provides a uniform work surface Composition of a painting Composition of paint • Pigment – fine powdered colorant material • Binding Medium – adheres colorant particles to surface • Vehicle – facilitate spreading across a surface Malachite - medium grade 20-100μm - fine grade 20μm Paint optics • Subsurface scattering inside paint layers • Index of refraction η can vary due to: – composition – time ηair < η1 < η2 Full picture • Light interaction in paint is very complex – – – – – – – Media Pigment Ground Surface definition Film thickness Layers Other materials Experiment • 21 pigmented mixtures • 8 binding media • 6 time intervals – – – – – – wet 1 day 1 week 1 month 3 months 6 months • Capture diffuse reflectance: 350-700:10nm a b c d e f g h i j k Lapis lazuli Cold glauconite Chrome yellow Gold ochre Raw umber Burnt sienna Red ochre Hematite Cold hematite Lampblack Titanium dioxide Binding Media • • • • • • • • Watercolor Gouache Distemper Tempera Casein Oil Encaustic Acrylic Carbohydrate-based Protein-based Drying oils Wax Synthetic polymer Sample preparation Chrome yellow in distemper Measurement Monochromator • Czerny-Turner design • Yields tunable monochromatic light from broad spectrum source Effect of Media –Pigment and Time constant Effect of Media Effect of Time –Pigment and Media constant Problem • Only have a discrete set of measurement data • Would like to see resulting appearance of: – – – – arbitrary pigment mixtures arbitrary time for any media under any illuminant • Want to modify variables interactively Additive/Subtractive mixing Kubelka Munk theory • Observed macroscopic light effects in pigments • Accurately approximate the diffuse reflectance of pigmented materials • Related paint reflectance R to absorption K and scattering S coefficients • For complete hiding, the solution to their differential equations is: 2 ⎛ K ⎞ (1 − R∞ ) ⎜ ⎟= 2 R∞ ⎝S⎠ K-M theory { Rtotal }d i Rk Tk Kk Sk K ic i (1− R ) 2 ∑ ⎛K ⎞ ∞ = ⎜ ⎟ = in ⎝ S ⎠ mix ∑ S c 2R∞ n Pigmented mixtures i 1 R= Reflectance & Transmittance i i 1+ K + b tanh(bSd ) S ⎛ K ⎞⎛ K ⎞ b = ⎜ ⎟⎜ ⎟ ⎝ S ⎠⎝ S + 2 ⎠ T = bR sinh(bSd ) 2 Compositing Rtotal T R = R1 + 1 2 1 − R1 R2 Ttotal = T1T2 1 − R1 R2 Kubelka Munk in Graphics • K-M theory introduced to graphics for rendering and color mixing [Hasse and Meyer 1992] • Compositing weathered metallic patinas [Dorsey and Hanrahan 1996] • Rendering and compositing watercolor glazes [Curtis et al. 1997] • Rendering wax crayons [Rudolf et al. 2003] • None of these implementations offer real-time rendering for interactive applications [Curtis et al. 97] • Plausible results, but no measurements taken • 3 wavelengths for calculations • Interactive at low quality • More accurate colors/ detail in post-processing [Baxter 04] • Attempts to solve previous K-M issues • 71 measurements using 11 pigments • 8 wavelengths for calculations • Real-time interaction on the GPU • Poor wavelength selection ⎡ x (λ ) ⎤ ⎡X ⎤ ⎢ Y ⎥ = R(λ )E (λ ) ⎢ y (λ )⎥ dλ ⎥ ⎢ ⎢ ⎥ ∫ ⎢⎣ z (λ ) ⎥⎦ ⎢⎣ Z ⎥⎦ Mixing Comparison • Linear RGB incorrect • 3 KM not enough • 8 KM better… • but the amount of reflectance data limits accuracy Yellow ochre and Prussian blue under D65 Our system • Similar to Baxter’s IMPaSTo system • 8 wavelengths for calculations maximizing x , y , z • Real-time interaction on the GPU • 1008 time-dependent reflectance spectra Æ K&S • Not only arbitrary mixing, but over time • Different binding media Simulated canvas Local (point): • concentrations •x, y, h • normal Global (canvas): • time • media • light world space screen space Rendering pipeline Data ci normal time media light K-M (K/S)mix Reflectance Transmittance Composite Lighting SpectraÆ XYZ Convert ÆRGB ÆsRGB GPU Display System features pigment interpolation time interpolation different lighting different media Applications • Artist – Creative vision • Art historian – Restoration – Conservation • Industry – Printing – Colored materials • Graphics – Weathering Questions