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Fluorescence
and Phosphorescence
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| The
Main Idea |
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If you are indoors and reading this document on paper, then the
page may be lit by a fluorescent light bulb. The gases inside the
bulb absorb high-energy electrons, and then fluoresce, or
re-radiate that absorbed energy at a different frequency. The particular
gases in common fluorescent bulbs are chosen to be efficient at
re-radiating this energy in the visible wavelengths.
If you are reading this on-line, then you may be reading it on a
cathode-ray tube (CRT). The face of the CRT is lined with phosphors,
which absorb the high-energy electrons directed at them, and gradually
release that energy over time in the visible band.
The two phenomena of fluorescence and phosphorescence are not as
common as simple reflection and transmission, but do have an important
part to play in the complete description of macroscopic physical
behavior that should be modeled by image synthesis programs. This
paper presents a mathematical model for global energy balancing
which includes these phenomena.
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| Results |
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Let's look first at phosphorescence. Here we see a set of
three watches. The hands are painted with a phosphorescent
ink, which absorbs light when illuminated and then radiates
that light back out (note that gamma setting on your monitor
may make these pictures darker than they should be). On the
far left we see the watch illuminated at 1:00:00, just before
the lights are turned off. One second later, at 1:00:01, the
hands are glowing brightly enough to see the watch hands and
some of the hour markers pretty well. The third picture shows
the watch 640 seconds after the lights were turned off: it's
1:10:40, and the hands are much harder to read. At around
2:34 (not shown), about 5700 seconds after the lights are
turned off, the hands are giving back only 0.003 percent of
the illumination they absorbed.
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Now let's look at fluorescence. On the
left is a room lit first by a normal indoor incandescent bulb;
we can see things pretty well. (Note that the display dithering
is not part of the original image). Then we turn off the bulb
and turn on a "black light", which is really just
a bulb that illuminates mostly in the blue and ultraviolet.
Notice that almost everything goes blue (or black) except for
the posters, which are painted with fluorescent ink. Those inks
absorb the short-wavelength blue light, and re-radiate the energy
at the longer green and yellow wavelengths. Without fluorescence,
the posters would appear as blue as the rest of the room, rather
than colored. |
| Details |
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Three-dimensional image synthesis programs have pushed the theory
of geometric optics methods about as far as it can go. Two significant
macroscopic phenomena have been notable for their absence from computer-generated
images: phosphorescence, and fluorescence. This work provides a
mathematical framework for these phenomena. An interesting result
is that the famous parallelism exploited by many ray tracing programs
is not inherent in the algorithm, but comes from simplicifation
of the physics, which is precisely the eilmination of phosphorescent
and fluorescent effects.
We phrase the discussion in the context of the Rendering Equation
as presented by Kajiya in his classic 1986 paper, which can be derived
by using ideas from transport theory. In general, one may consider
rendering to be a light transport problem which is solved for a
dynamic equilibrium solution. This matches our intuitive experience
of the world: when we turn on the lights in a room, then unless
something moves the illumination quickly settles down into a stable
distribution. In other words, the number of light particles of each
frequency that are flowing through a volume of space remains constant.
In this paper we quickly summarize the transport equation that describes
this dynamic equilibrium in a scene of surfaces within a participating
medium. We show how it can be easily extended to include fluorescence
and phosphorescence, and then discuss implementation issues.
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| More
Info |
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The techniques described here are discussed in detail in my paper
"A Model for Fluorescence and Phosphorescence", which
appears in the Proceedings of the 1994 Eurographics Rendering Workshop.
Here's the citation:
Glassner, Andrew S., "A Model for Fluorescence and Phosphorescence",
Proceedings Fifth Eurographics Workshop on Rendering (June 1994),
Stefan Haas, Stefan Muller, Georg Sakas, Peter Shirley eds., Springer-Verlag,
pp. 57-68
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