Re: [Algorithms] Thermal infrared techniques?
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From: Ron H. <rh...@cy...> - 2009-05-28 20:15:40
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Thanks for the response - to answer some questions, it's the "colorful" variant of IR that's probably going to be emulated. They additionally want night vision (which is an easier effect, in general). I'm looking for a bit more than a different set of textures, which is, as Jon stated, pretty much all they have been doing. We want to do it better, so I was try to edu-macate myself on some other possibilities using "modern" (aka "not 10 years old") hardware. Some of the ideas you through out are a good start Jon :) Ron Jon Watte wrote: > 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 > > ------------------------------------------------------------------------------ > Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT > is a gathering of tech-side developers & brand creativity professionals. Meet > the minds behind Google Creative Lab, Visual Complexity, Processing, & > iPhoneDevCamp as they present alongside digital heavyweights like Barbarian > Group, R/GA, & Big Spaceship. http://p.sf.net/sfu/creativitycat-com > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |