Re: [Algorithms] Thermal infrared techniques?
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From: Jon W. <jw...@gm...> - 2009-05-28 19:16:52
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Ron Hay wrote: > Anyone have points to papers/tutorials/explanations of some algorithms > for rendering a scene as it would appear through a thermal IR camera? > As in military operations stuff. Anything ranging from "good enough" to > a decent approximation of reality is usable. > What the military guys do is generally build a second set of textures for everything, where the texture values correspond to frequencies in the IR spectrum instead of the visible RGB spectrum. Additionally, as this is usually done for night vision, you render without lighting, but instead using fullbright (or some variation thereof) textures. The reason for this is that materials typically have very different behavior in the IR spectrum than in the visible spectrum -- a lawn, a garden hose, and a painted metal grate can all be "green," but they behave really differently in IR. Depending on what kind of simulation you're doing, you might want to use a texture channel or two for parameters such as "decay," such that you can pass in a parameter like "time since last exposure to sunlight" and get a better emulation of how a scene will change over time -- different materials cool differently. Finally, if you want to emulate the "look" of a particular IR sensor or display, you should get a copy of the real thing, or barring that, some video of the real thing, and add whatever artifacts you can see (striping, bright bands, knock-out, ringing, etc) as shader effects, until it's close enough. Sincerely, jw |