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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Photorealistic Visualization of Fluorescence Materials with Dual Surface Scattering</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>D.D. Zhdanov</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ITMO University</institution>
          ,
          <addr-line>Saint Petersburg</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Keldysh Institute of Applied Mathematics RAS</institution>
          ,
          <addr-line>Moscow</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We describe a simple method to extract fluorescent characteristics of a surface by combining measurements by a “usual” gonioreflectormeter GSCM-4 and fluorimeter FP-8600. The fluorescent BDF consists of three components: glossy near-specular peak which is not fluorescent and white, highly diffuse “passive” part which is also not fluorescent but colored, and fluorescent part. The latter obviates Kasha's-Vavilov's rule (factorization) with good accuracy. The BDFs obtained were used in rendering and shown good visual match with the natural photographs.</p>
      </abstract>
      <kwd-group>
        <kwd>fluorescence</kwd>
        <kwd>fluorescent emission</kwd>
        <kwd>fluorescence efficiency</kwd>
        <kwd>Bi-directional Scattering Function (BSDF)</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Usually light scattered by a surface or a turbid medium
illuminated by a monochrome light has the same wavelength, as
the incident one. This is however not always; the effect when
scattered light has another wavelength is named fluorescence.</p>
      <p>Fluorescence occurs at the molecular level. Roughly 11, an
incident photon while interacting with a molecule, kicks it into an
excited state and this photon “disappears” instead of being
elastically scattered or gone into heat (absorption). There can be
several excited energy levels, but all of them are “reachable” for
those incident wavelengths that interact with the molecule
inelastically.</p>
      <p>Then the molecule returns to the ground state emitting photon
whose energy is thus also fixed: it is the difference between the
ground and the excited energy level. Ideally it means a discrete
spectrum of emission, but in reality because of the thermal motion
and other factors, the peaks blur and emission has a continuous
spectrum. Most frequently, in fluorescence a short-wave light (UV
or at least blue) is converted into a visible range; so we can see
them under an UV lamp in spite a human eye can not sense UV.</p>
      <p>The bulk material that contain fluorescent molecules can be
homogeneous (when it consists of that molecules entirely) or not,
when there is a “passive” material and fluorescent molecules
dispersed in it. In this latter case it can be a solution or particles of
completely made of fluorescent material.</p>
      <p>
        Fluorescent emission from molecular solution is rather
isotropic. But in case of particles the situation is different. We can
consider the interior of that particle as uncorrelated random source
(of isotropic light). Its local amplitude is proportional to the local
intensity of the incident light, diffracted in the particle. This
already creates some anisotropy, and diffraction of that wave field
inside particle adds more. As a result, fluorescent emission from a
particle can be anisotropic. Nevertheless its angular distribution is
quite smooth, without sharp peaks [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        The radiance of a “usual” surface under monochrome parallel
illumination is calculated from its BDF [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] f as
      </p>
      <p>
        ( ,  ) =  ( ,  ;  ) ( )
where I is the spectral density of irradiance, u is direction of
observation and v is direction of illumination and  is wavelength.
A fluorescent surface can be described by an extension of BDF,
which now depends on two wavelengths, of illumination and of
observation. Now the spectral density of radiance at wavelength 
is
 ( ,  ) = ∫  ( ,  ;  ,  ′) ( ′) ′
(1)
where I is also spectral density of irradiance, see [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Usually besides fluorescence there is also a “passive”
scattering when the light is re-emitted at the same wavelength, so
BDF is
 ( ,  ;  ,  ′) =  ( )( ,  ;  ,  ′) +  ( )( ,  ;  ) ( −  ′)
(2)
where  ( ) is the pure fluorescent part (continuous in both
wavelengths) and  ( ) is the passive part.</p>
      <p>
        From the quantum nature of the fluorescent effect it follows
that frequently at the molecular level the spectrum of emission is
independent from the incident wavelength, which is termed
Kasha–Vavilov rule [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. If so, this will also hold for a bulk
material, and then the fluorescent component of BDF factors as
done in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]:
 ( )( ,  ;  
,   ) =  ( ,  ;  
) ( ;   )
Here E is termed emission and A is termed excitation, or,
sometimes, quantum yield (for the latter we must also use the
scale by the ratio of frequencies of the incident and emitted
photons). Emission spectrum is normalized so that
∫  ( ,  ;  
)  
= 1
The above factorization is not the general rule and it violates in
some cases [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Acquisition of fluorescent BDF</title>
      <p>Like a usual BDF, it can be either measured or calculated. The
latter requires that we know all detailed physical properties of all
substances (passive and fluorescent) involved, geometry and
distribution of size, position and shape of particles and so on.
Then we simulate light interaction with that material assuming
parallel monochrome illumination. Usually one must account for
diffraction (see above), and this requires wave optics. Although
this way is possible, but it is rare that all the data are known at the
necessary detail.</p>
      <p>Or one can measure this BDF, but since it depends on two
wavelengths, of illumination and of observation, it can not be
measured on such devices like GSCM-4 used to measure “usual”
BDFs. In the latter case it is enough to use one monochromator, in
either illumination or observation channel. For a fluorescent BDFs
we need two, in both channels, see Figure 1.</p>
      <p>
        In principle it is possible to take a device like GSCM-4 and
place additional monochromator in the illumination channel. This
(3)
(4)
device would measure dependence on illumination wavelength,
observation wavelength, illumination direction and observation
direction. The authors of [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] just followed that way and assembled
a reduced version of that device which operates in the plane of
incidence.
      </p>
      <p>We did not have a possibility for an optical device
manufacturing and decided to use a ready fluorimeter available on
the market instead. Regrettably most of them do not measure
angular dependence.</p>
      <p>We have access to FP-8600 manufactured by JASCO. Besides
it also measures only one combination ( ,  ), there is yet another
problem with this device. It does not output the ready-to-use
values of BDF at least for a single illumination/observation
condition. Its output is in such units that one needs do some
calibration of the device and postprocessing of data to get the
necessary values.</p>
      <p>
        This approach is more accurate and detailed than the one used
in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] whose authors used an RGB measuring camera and a
set of varying polychrome illuminations. The use of a polychrome
illumination instead of a monochrome one only required a more
complex processing procedure because mathematically an
acquisition of a linear operator requires measuring of its action on
a sufficient number of different input vectors. Using vectors with
only one not zero component (monochrome illumination) is more
straightforward and no more. But the use of an RGB camera
makes it impossible to measure the spectrum of emission.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Samples</title>
      <p>For this experiment we used two fluorescent samples of thin
paper-like opaque sheets. Although GSCM-4 can not measure
fluorescent BDFs, it still can measure the angular dependence,
though the result is some mixture in wavelengths and also it has
wrong scale (its total reflection may exceed 100%). Although
these measurements were helpful. They shown the angular
distribution of scattered light consists of two parts. One is a sharp
near-specular peak, which comes from reflection of the rather
glossy front surface. It is not fluorescent because fluorescent
emission has a rather smooth angular distribution. The second
component is, on the contrary, close to Lambert.</p>
      <p>The gloss peak is nearly not affected by the smooth
fluorescent emission, so its measurement by GSCM-4 is reliable.
We used this part, zeroing the off-specular area.</p>
      <p>As to the off-specular part, we assume it is Lambert. As to the
wavelength dependence, it was calculated from measurements by
FP-8600. Below we shall explain how we did that.</p>
    </sec>
    <sec id="sec-4">
      <title>4. What happens in FP-8600</title>
      <p>In FP-8600, the sample is illuminated by nearly parallel light
at  = 30° . This light passes the first monochromator which
leaves only a narrow spectral interval. The detector collects light
in a narrow cone about observation direction at  = 60° and this
light passes the second monochromator, see Figure 1.</p>
      <p>Since observation is in the off-specular area and BRDF is
rather smooth, we can forget angular distribution of illumination
and angular distribution the sensor sensitivity and assume
illumination is parallel and observation too.</p>
      <p>Spectral density of radiance of light reflected by the sample in
direction u at wavelength is therefore</p>
      <p>( ,  ;   ) = ∫  ( ,  ;  ,  ′) 1( ′,   ) (  ) ′</p>
      <p>Here   is wavelength set in the 1st monochromator (for
illumination),  1 is transmission of that monochromator,  ′ is
wavelength of illumination, which due to final bandpass of the
filter spreads over some interval near   .</p>
      <p>light
sensor
monochromator 2
with lenses etc
monochromator 1
with lenses etc</p>
      <p>lamp
sample</p>
      <p>Specification of the device does not say it clearly what it
outputs, but because of presence of the word “intensity” in the
output file one can assume it is the spectral density of the power
flow of reflected light, up to a constant scale. That is, the records
in the output file are</p>
      <p>(  ;   ) =  (  )  ( ,   |  )
where   is wavelength set in the 2nd monochromator (for
observation) and c is that scale factor, which in principle can
depend on wavelength. Cross-sections for just three incident
wavelength are shown in Figure 2.
+  (  ) ( )( ,  ;   ) 1(  ,   ) (  )
For a good monochromator,  1 ≠ 0 only in a narrow interval,
while  ( ) depends on wavelengths smoothly. So
;   ) =  ( 
+  ( 
) (  ) ( )( ,  ;  
) ( )( ,  ;   ) 1( 
,   ) ̅1(  )
,   ) (  )
(5)
 ̅1(  ) ≡ ∫  1( ′,   )  ′
Since  ,  1and I are unknown, we need some “calibration” to get
the BDF  ( ),  ( ) from the measurement results. To this end, we
used measurement of a diffuse etalon w/o fluorescence, but with
known BDF1. Its cross-sections for just three incident wavelength
are shown in Figure 3. So, for the passive etalon the above
equation yields
  (</p>
    </sec>
    <sec id="sec-5">
      <title>5. Processing of data</title>
      <p>To begin with, one can see that (5) consists of two
components. The first which comes from passive scattering, is
nearly singular, i.e. it is sharp peak near the diagonal   =   .
The second is smooth, see Figure 4, and near diagonal the values
of the first component are much higher. Similarly, (6) is also a
sharp diagonal peak.</p>
      <p>So, if we integrate over a narrow spectral interval around  
assuming the sensor sensitivity etc. smoothly depend on
wavelength so  ( ) does not vary much over [  −  ,   +  ],
then</p>
      <p>+
∫  (  ;   )   ≈  (  ) ( )( ,  ;   ) ̅1(  ) (  )
  −
1 Obtained by measurement in GSCM-4
=  ( 
)  ( ,  ;   ) ̅1(  ) (  )
  +
∫   (  ;   )  
  −
from what it follows that
 ( )( ,  ;   ) ≈   ( ,  ;   )
 ̅ (  )
while away from diagonal (5) yields</p>
      <p>The near diagonal values of  ( )( ,  ;   ,   ) are unknown,
but this function is smooth and we can interpolate them.</p>
      <p>Spectrograms of the passive part obtained this way are shown
in Figure 5.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Factorization of the fluorescent BDF</title>
      <p>Applying factorization (3) to (8) we have</p>
      <p>We therefore have all components of BDF. First we clear the
off-specular value (outside of the cone 10° about the specular
direction) in the GSCM-4 results. This gives us the gloss peak.</p>
      <p>Second, we take the passive part of the smooth BDF
component from (7). This gives us BDF for single combination
( ,  ) but since (we assumed that) Lambert angular dependence,
it applies to all of them.</p>
      <p>Third, we take the fluorescent part of the smooth BDF
component from (8). In fact we even used factorization described
in Section 6, because this decreases various random errors
because the components E and A are averages over one
wavelength. This gives us BDF for single combination ( ,  ) but
since (we assumed that) Lambert angular dependence, it applies to
all of them.</p>
    </sec>
    <sec id="sec-7">
      <title>8. Rendering</title>
      <p>Once we know all components of BDF we can use it in
rendering. They were compared with the natural photograph made
by placing the two samples in the colour evaluation device “Judge
II”. Rendering was done for the scene which is the model of that
setup.</p>
      <p>The results are shown in Figure 8. One can see serious visible
improvements in color reproduction after the use of the BDF
obtained with our method.</p>
      <p>The natural photo of the samples in the Judge II has been
obtained by Spectroradiometer Konica Minolta CA-2000. To
avoid possible influence of camera software, specific tone
mapping, spectral sensitivity of CCD and so on indirect approach
was chosen for images preparation. An output in XYZ
chromaticity coordinates measured by Konica Minolta was
converted to format supported by our optical simulation software
with next conversion to RGB images. The same approach was
applied to the results of rendering. So the same technique was
used for transformation of XYZ data to images and any
divergence which can be in results of tone mapping, gamma
correction and other post-processing procedures is excluded from
comparison.</p>
      <p>As a result of the current research, we found out that the
method of fluorescence support can be successfully used in 3D
simulation software. It gives noticeable improvements in color
reproduction of simulated objects having fluorescent properties.
The main advantage of the method is its simplicity. Simple
mathematical description based on diffuse reflection allows to use
it in any ray tracing techniques from forward Monte-Carlo ray
tracing up to bidirectional ray tracing technique with combination
of forward and backward ray tracing, using photon maps etc.
More significant advantage is simplicity of measuring technique
which can be applied for fluorescent materials. It is combination
of measurements of BSDF and usual spectrograms which can be
executed with well-known measuring devices available in market.
10. Appendix. Fluorescent BDF in MCRT</p>
      <p>In MCRT, after a ray hits a surface, we first choose at random
its new direction (after scattering), and then, knowing the
direction, the color of the new ray is calculated deterministically
because it is a unique function of direction and illumination color.</p>
      <p>In many variants of MCRT, rays have constant (unit) energy
and absorption is simulated by killing rays at random with
“Russian Roulette”. Since rays scattered by BDF have all unit
energy, their angular density equals (up to a constant scale) the
angular density of scattered energy.</p>
      <p>So for a non-fluorescent BDF the probability of ray killing is
the angular density is
 = 1 − ∫  ( )( ,  ;  )  ( )  2
 ( ) =</p>
      <p>∫ ( )( ,  ;  )  ( )
∫ ( )( ,  ;  )  ( )  2</p>
      <p>( ) =
and the spectrogram of the scattered ray is</p>
      <p>( )( ,  ;  )  ( )
where   ( ) and  
rays.</p>
      <p>For fluorescent BDF, the angular density and the probability
of ray killing are given by the same expressions if substitute
instead of  ( )( ,  ;  ) we substitute the integral over wavelength
of emission:</p>
      <p>∫ ( )( ,  ;  )  ( )
( ) are spectra of the incident and scattered
∫  ( )( ,  ;  ′ ′, ) ′′</p>
      <p>( ) =
Spectrogram of the outgoing ray is</p>
      <p>∫ ( )( ,  ;  ,  ′)  ( ′) ′
∫(∫ ( )( ,  ;  ,  ′)  ( ′) ′)
Therefore, adaptation of an FMCRT code to handle fluorescent
surfaces is rather simple. Another situation is with BMCRT. Here,
the camera ray does not represent a real physical entity.</p>
      <p>For a non-fluorescent BDF, again, we first choose ray
direction at random and then calculate its color deterministically,
as a product of the incident ray color ad BDF. Angular density of
direction is, by analogy with FMCRT, chosen as</p>
      <p>∫ ( )( ,  ;  )  ( )
 ( ) =</p>
      <p>∫ ( )( ,  ;  )  ( )  2
(notice that in BMCRT  is the incident and  is the scattered ray
directions).</p>
      <p>
        But what to do with a fluorescent BDF? Its transformation of
spectrum is matrix multiplication. So, like in BRT in crystals [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
camera ray “color” becomes a matrix. For a passive BDF it is
diagonal. When camera ray is scattered by a surface, this matrix
transforms as
      </p>
      <p>̂ ↦  ̂ ̂( ,  )
where  ̂ is BDF “reradiance” matrix. Notice BDF is multiplied by
the ray “color” from the left. Multiplication by the illumination
spectrum is from the right (1), so it first interacts with this surface
BDF and after that the color transformation matrix from that
surface to camera is applied.</p>
      <p>In BMCRT, transformation of ray “color” must take into
account the number of rays, i.e. their angular density, and
BMCRT ray color transforms as</p>
      <p>1
 ̂ ↦</p>
      <p>̂ ̂( ,  )
 ( | )
where  ( | ) is the angular density of scattered ray direction 
when before scattering the ray has direction  .</p>
      <p>In the not fluorescent case, the density is constructed like this:
it is proportional to energy (sum over spectrum) brought to the
camera pixel from given scattering direction, if the scattered ray
collects “white” (with constant spectrum) illumination.</p>
      <p>In the polarized case, this can be done as well and gives
 a diagonal matrix, until it hit a fluorescent surface
 a product |  〉〈  | after that.</p>
      <p>In the former case, we need only   elements, in the latter one
2  elements which is still admissible.</p>
    </sec>
  </body>
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