Ray Tracing Gems II 2021
DOI: 10.1007/978-1-4842-7185-8_13
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Fast Spectral Upsampling of Volume Attenuation Coefficients

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“…In computer graphics, the use of a spectral renderer requires to convert between colors and spectra [FHL * 18, WLA*22]. Usually, the aim is to convert RGB textures (such as albedo maps, environment maps) to spectral textures with one spectral curve per texel – a one‐to‐one mapping [Pee93, Smi99, OYH18,MY19,JH19,GGDG22,Jen21,TWF22]. The difference between those approaches mostly resides in how spectra are built.…”
Section: Previous Workmentioning
confidence: 99%
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“…In computer graphics, the use of a spectral renderer requires to convert between colors and spectra [FHL * 18, WLA*22]. Usually, the aim is to convert RGB textures (such as albedo maps, environment maps) to spectral textures with one spectral curve per texel – a one‐to‐one mapping [Pee93, Smi99, OYH18,MY19,JH19,GGDG22,Jen21,TWF22]. The difference between those approaches mostly resides in how spectra are built.…”
Section: Previous Workmentioning
confidence: 99%
“…However, the generation of spectral material properties presents a challenge for artists and designers [WLA * 22]. To ease the edition of reflectance and transmittance spectra, several spectral upsampling methods have been introduced in computer graphics [Pee93, Smi99, OYH18, MY19, JH19, GGDG22, Jen21]. They produce spectra from colors, ensuring that physical bounds are achieved (e.g., reflectances must lie in the [0,1] range).…”
Section: Introductionmentioning
confidence: 99%