Labels:text | screenshot | font | parallel | number | printing OCR: Read materias files . Diffuse and specular reflectance Emission and excitation spectra Determine light source properties . Predefined light sources CIE illuminants D65 and A - Measured fluorescent, Uv . Lasily extendable Determine scene radiances · Single scattering event (local illumination) . Determine the contribution from reflected light, as the product of the spectral powe; distributions of the light and the spectral reflectances Determine the contribution, if any, from fluorescence, based upon excitation and emission spectra, and current licht source · Total scene radiances are sum of reflected and fluorescent spectral calculations Repeat for multiple light sources Render to screen Render image Choose detector · CIE standard observers Choose spatial and · RGB digital camera spectral resolution · Photographic film . Create pixel buffer of · Easily extendable appropriate dimensions Calculate color signal Render with OpenGL + Point sample radiance · Point sample radiance Riemann summation over * Radiance at a given detector responses wavelength becomes - Calculate chromatic luminance material adaptation property · Convert to digital RGB * Apply texture maps · Render to pixel buffer Render with OpenGL Digital RGB counts Read pixel buffer into become material properties wavelength array . Light sources fixed at · Single wavelength image RGB-(1, 1, 1] becomes one layer of image · Apply texture maps array OpenGL handles shading · Render to screen Save wavelength array as full sprectral image . Repeat rendering process for all wavelengths Save final wavelength array into image file A Flowchart of OpenGL-based spectral color rendering: