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
>
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