A Fluorescent Material Model for Non-Spectral Editing & Rendering
Belcour Laurent, Fichet Alban, Barla Pascal
TL;DR
This work tackles rendering fluorescence in non-spectral engines by introducing an analytic, energy-conserving model that decomposes reduced reradiation into reflectance and normalized fluorescence, enabling real-time editing. Fluorescence is modeled as a Gaussian-based component, allowing analytic integration with Gaussian sensitivity bases and a UV channel, and is supported by a decomposition $P = R + \bar{F}[I - R]$ that preserves energy. A practical, artist-friendly variant uses a single Gaussian for $\bar{F}$ with a lightweight fluorescence palette and transfer matrices to map between XYZU and XYZ spaces, facilitating on-the-fly material editing and spatial variation. The approach is validated with measured materials, demonstrates real-time performance, and points to future extensions including angularly varying fluorescence and inverse design, potentially reducing memory demands while broadening expressivity in both non-spectral and spectral rendering contexts.
Abstract
Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
