Mike Stark

Final Project

Image Synthesis

The final project was to construct a scene of our own choosing, record the scene with the department's digital camera, then render the scene with our ray-tracer making the result as close as possible to the camera image. We were not allowed to reverse engineer the colors, so a significant portion of the project was to "calibrate" the camera, based on the known spectral qualities of the Macbeth Color Checker seen in the images below, illuminated by a light source having a known spectral radiance.

As it happens, the camera calibration is not as easy as one might think. My scene was illuminated with a 75 watt incandescent bulb, which I assumed to be emitting an ideal blackbody (Plank) spectrum at 2800 Kelvins. I have no way of knowing what the emission spectrum really is, but using thar assumptions to approximate the response functions of the camera seems to generate a fairly good approximation to the correct colors. In any case, the image below wouldn't have the correct colors anyway, because it doesn't include any indirect lighting.

Photographed Image

Below is the photographed image. The color checker was sitting on a small table, on a piece of black paper. There is only one direct light source, a 75 watt "soft white" bulb, out of view at the upper left. The sphere is acrylic, with an index of refraction of about 1.47 (this I deduced from using ray-tracing methods.) The glass triangle is a demonstration prism, and the lens is a plano-convex lens made of optical glass. The mirror is something Tushar and I picked up at a craft store.

Rendered Image (Iteration 1)

The image below was rendered with my ray tracer. I used 1.47 for the index of refraction of the sphere (this I came up with by inverse ray-tracing) and 1.52 for the glass in the scene. The large prism has a slight greening, the nature of which I pretty much just guessed at. The lens is made of optical glass so there is no attenuation there. The "caustic" from the sphere, the shadows of the transparent objects, and the general reflection were all computed using "backward" ray tracing, which is from the light to the scene to the camera, rather than from the camera to the scene to the light.

What's Wrong or Missing

The image above is really just a first version. There are a number of things I need to fix, which I hope to do later this summer (after I've taken what I consider a much-needed break!) Anyway, that's all for later.