9 research outputs found

    Reproducibility comparison among multiangle spectrophotometers

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    New color-measuring instruments known as multiangle spectrophotometers have been recently created to measure and characterize the goniochromism of special-effect pigments in many materials with a particular visual appearance (metallic, interference, pearlescent, sparkle, or glitter). These devices measure the gonioapparent color from the spectral relative reflectance factor and the L*a*b* values of the sample with different illumination and observation angles. These angles usually coincide with requirements marked in American Society for Testing and Materials (ASTM) and Deutsches Institut Für Normung standards relating to the gonioapparent color, but the results of comparisons between these instruments are still inconclusive. Therefore, the main purpose of this study is to compare several multiangle spectrophotometers at a reproducibility level according to ASTM E2214-08 guidelines. In particular, we compared two X-Rite multi-gonio spectrophotometers (MA98 and MA68II), a Datacolor multi-gonio spectrophotometer (FX10), and a BYK multi-gonio spectrophotometer (BYK-mac). These instruments share only five common measurement geometries: 45° × −30° (as 15°), 45° × −20° (as 25°), 45° × 0° (as 45°), 45° × 30° (as 75°), 45° × 65° (as 110°). Specific statistical studies were used for the reproducibility comparison, including a Hotelling test and a statistical intercomparison test to determine the confidence interval of the partial color differences ΔL*, Δa*, Δb*, and the total color difference ΔE*ab. This was conducted using a database collection of 88 metallic and pearlescent samples that were measured 20 times without the replacement of all the instruments. The final findings show that in most measurement geometries, the reproducibility differences between pairs of instruments are statistically significant, although in general, there is a better reproducibility level at certain common geometries for newer instruments (MA98 and BYK-mac). This means that these differences are due to systematic or bias errors (angle tolerances for each geometry, photometric scales, white standards, etc.), but not exclusively to random errors. However, neither of the statistical tests used is valid to discriminate and quantify the detected bias errors in this comparison between instruments.Spanish Ministry of Science and Innovation; contract grant number: DPI2008-06455-C02-02

    Computational Light Transport for Forward and Inverse Problems.

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    El transporte de luz computacional comprende todas las técnicas usadas para calcular el flujo de luz en una escena virtual. Su uso es ubicuo en distintas aplicaciones, desde entretenimiento y publicidad, hasta diseño de producto, ingeniería y arquitectura, incluyendo el generar datos validados para técnicas basadas en imagen por ordenador. Sin embargo, simular el transporte de luz de manera precisa es un proceso costoso. Como consecuencia, hay que establecer un balance entre la fidelidad de la simulación física y su coste computacional. Por ejemplo, es común asumir óptica geométrica o una velocidad de propagación de la luz infinita, o simplificar los modelos de reflectancia ignorando ciertos fenómenos. En esta tesis introducimos varias contribuciones a la simulación del transporte de luz, dirigidas tanto a mejorar la eficiencia del cálculo de la misma, como a expandir el rango de sus aplicaciones prácticas. Prestamos especial atención a remover la asunción de una velocidad de propagación infinita, generalizando el transporte de luz a su estado transitorio. Respecto a la mejora de eficiencia, presentamos un método para calcular el flujo de luz que incide directamente desde luminarias en un sistema de generación de imágenes por Monte Carlo, reduciendo significativamente la variancia de las imágenes resultantes usando el mismo tiempo de ejecución. Asimismo, introducimos una técnica basada en estimación de densidad en el estado transitorio, que permite reusar mejor las muestras temporales en un medio parcipativo. En el dominio de las aplicaciones, también introducimos dos nuevos usos del transporte de luz: Un modelo para simular un tipo especial de pigmentos gonicromáticos que exhiben apariencia perlescente, con el objetivo de proveer una forma de edición intuitiva para manufactura, y una técnica de imagen sin línea de visión directa usando información del tiempo de vuelo de la luz, construida sobre un modelo de propagación de la luz basado en ondas.<br /

    Perceptual Modeling and Reproduction of Gloss

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    The reproduction of gloss on displays is generally not based on perception and as a consequence does not guarantee the best visualization of a real material. The reproduction is composed of four different steps: measurement, modeling, rendering, and display. The minimum number of measurements required to approximate a real material is unknown. The error metrics used to approximate measurements with analytical BRDF models are not based on perception, and the best visual approximation is not always obtained. Finally, the gloss perception difference between real objects and objects seen on displays has not sufficiently been studied and might be influencing the observer judgement. This thesis proposes a systematic, scalable, and perceptually based workflow to represent real materials on displays. First, the gloss perception difference between real objects and objects seen on displays was studied. Second, the perceptual performance of the error metrics currently in use was evaluated. Third, a projection into a perceptual gloss space was defined, enabling the computation of a perceptual gloss distance measure. Fourth, the uniformity of the gloss space was improved by defining a new gloss difference equation. Finally, a systematic, scalable, and perceptually based workflow was defined using cost-effective instruments

    Machine-readable universal data format for bidirectional reflectance distribution function and BiRDview—An open-source web-based application for viewing and comparing bidirectional reflectance data

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    Modern studies of bidirectional reflectance distribution function (BRDF) and its applications using data and machine-driven science require formatting of BRDF data according to Findable, accessible, interoperable and reusable (FAIR) data principles. As a solution a FAIR universal BRDF file-format based on Java Script Object Notation (JSON) is proposed. JSON principles as well as file structure are explained and examples are given. Automatic validation of universal BRDF file format is realized with the help of JSON schema. Furthermore, the source code and accompanying documentation are presented in dedicated supporting material files. It is expected that after its wide adoption, the proposed BRDF file format will enhance collaboration between different research groups and benefit machine-driven science. The uptake is facilitated by introducing a BiRDview—a modern open-source web-based application for BRDF visualization.This work has been done in the frame of the projects 16NRM08 BiRD and 18SIB03 BxDiff, that have received funding from the EMPIR programme co-financed by the Participating States and from the European Union's Horizon 2020 research and innovation programme. The work has also been supported by the Academy of Finland Flagship Programme, Photonics Research and Innovation (PREIN), decision number: 320167

    Measurement, modeling and perception of painted surfaces : A Multi-scale analysis of the touch-up problem

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    Real-world surfaces typically have geometric features at a range of spatial scales. At the microscale, opaque surfaces are often characterized by bidirectional reflectance distribution functions (BRDF), which describes how a surface scatters incident light. At the mesoscale, surfaces often exhibit visible texture - stochastic or patterned arrangements of geometric features that provide visual information about surface properties such as roughness, smoothness, softness, etc. These textures also affect how light is scattered by the surface, but the effects are at a different spatial scale than those captured by the BRDF. Through this research, we investigate how microscale and mesoscale surface properties interact to contribute to overall surface appearance. This behavior is also the cause of the well-known touch-up problem in the paint industry, where two regions coated with exactly the same paint, look different in color, gloss and/or texture because of differences in application methods. At first, samples were created by applying latex paint to standard wallboard surfaces. Two application methods- spraying and rolling were used. The BRDF and texture properties of the samples were measured, which revealed differences at both the microscale and mesoscale. This data was then used as input for a physically-based image synthesis algorithm, to generate realistic images of the surfaces under different viewing conditions. In order to understand the factors that govern touch-up visibility, psychophysical tests were conducted using calibrated, digital photographs of the samples as stimuli. Images were presented in pairs and a two alternative forced choice design was used for the experiments. These judgments were then used as data for a Thurstonian scaling analysis to produce psychophysical scales of visibility, which helped determine the effect of paint formulation, application methods, and viewing and illumination conditions on the touch-up problem. The results can be used as base data towards development of a psychophysical model that relates physical differences in paint formulation and application methods to visual differences in surface appearance

    Colour Information In Design: Understanding Colour Meaning In Packaging Design

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    Colour is a powerful visual cue that affects consumer brand choice. Although there is an obvious and recognised value in the use of colour information in design, the literature demonstrates that colour information is an underexplored area that has not yet been addressed in detail by design research either practically or theoretically. Moreover, colour crosses various disciplines; due to its multi-disciplinary nature, it is not clear whether colour information is being effectively utilised in design. The aim of this study was to identify which types of colour information are useful in packaging, and to suggest a prototype tool (at concept level) to deliver this useful colour information to design professionals. An analysis of the relevant literature revealed 13 types of colour information which were then selected as basis for the study. Subsequently, the research design consisted of two phases. The first phase was exploratory in order to gain rich insight into the characteristics of useful colour information through interviews, an online survey, a colour meaning experiment, a colour meaning framework, and a colour meaning case study. The second phase was practice-based. Based on the informed exploration from the early studies, a web-based colour tool prototype, referred to as the CMCW (colour-meaning-centred website), was created, refined, and tested. The primary contribution of this study stems from an understanding of colour information to support design professionals; the identification of the five types (harmony, perception, meaning, psychology and printing) and the characteristics of useful colour information; and the formation of a colour-meaning framework and colour-meaning web tool. The secondary contribution of this study is the methodological approach undertaken that was used to understand the relationship between colour meaning and context by conducting a design-focused colour experiment. Research evidence highlights the importance and value of colour meaning information in design. The insight from this work will help researchers, design professionals, and colour-tool developers to make informed decisions on what they should focus on, how they should do so, and why. This will facilitate better provisions and uptake of useful colour information for design professionals in the design process and strategy fields. The framework also could support understanding of colour design practice in an analytic way, and be employed as a research tool in various design- or marketing-related research to investigate and analyse colour

    Interactive Goniochromatic Color Design

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    An interactive program has been developed to assist in the design of new goniochromatic colors. The program gives the user a unique set of controls over a second order polynomial that defines these color families at a sequence of aspecular reflection angles. One approach, based on traditional metallic colors, allows the user to adjust the average hue, saturation, and brightness of all of the colors interpolated by the polynomial. Another method, appropriate for the newer effect colors, permits the designer to establish face and flop colors to be reached at either end of the interpolation. In a final technique, variations produced by adjusting model parameters can be evaluated and selected

    Advanced digital reproduction of goniochromatic objects

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    The digital reproduction of materials has developed greatly over the past decades. The improved interactive rendering technology available nowadays enables broad digital visualization applications like gaming, cinema and film production, advertising, and online shopping. These recent advances in digital technologies are also playing an important role in the improvement of some industrial processes such as computer-aided design and manufacturing, virtual prototyping, and scientific visualization and simulation. Currently, many rendering software packages provide impressive images and often even claim photorealism. However, producing realistic appearance images is very challenging taking into account the high sensitivity of the human visual system. The visual appearance of products is still an important aspect to take into account even for the digital simulation of materials, since the appearance of these simulated products on the screen is still a critical parameter in the purchase decision of customers. During the last years different efforts have been carried out by industrial manufacturers in different applications, such as textile, cosmetic, automotive, etc., to provide attractive visual effects and new visual impressions of their products using, for instance, innovative effect pigments, also called goniochromatic pigments. The digital rendering of these pigments is a very active hot topic since this type of coatings changes considerably its visual attributes such as color and texture with the illumination/viewing geometry. Achieving accurate simulation of these materials demands an extra effort due to the physical complexity of their surfaces. Special BRDFs (bidirectional reflectance distribution functions) reflectance models are needed to characterize their visual appearance. This complex appearance is produced due to the presence of special effect pigments containing metallic, interference, or pearlescent pigments, which are responsible for the strong dependence of the color of these coatings on viewing and illumination directions. These pigments also exhibit visually complex texture effects such as sparkle and graininess. Under bright direct illumination conditions, such as sunlight, the flakes create a sparkling effect, while under diffuse illumination such as a cloudy sky, effect coatings create a salt and pepper appearance or a light/dark irregular pattern, which is usually referred to as graininess or coarseness. Two main issues limit the digital reproduction of effect pigments. The first issue is related to the current display technologies. The quality of the displays is an essential component toward accurate color reproduction of materials. Previous studies have evaluated the validity of available display technologies for the visualization and digital reproduction of effect pigments, which are usually not enough for the reproduction of such a wide variety of colors due to their limited color gamut. The second limitation is more related to the current rendering software. The color accuracy of their images is often not sufficient for the reproduction of colors and effects produced by these materials. The available rendering software provides impressive images that serve the needs for applications such as the cinema and games industries, but when it comes to more critical applications such as automotive design, the color accuracy of their rendered images is not accurate enough, especially for such complex materials such as effect pigments. The first issue is addressed in this thesis by, evaluating the performance of the new Quantum dots (QDs) display technology for the reproduction of effect pigments. For further improving the display capability, a new solution is given by developing a multi-primary display model based on the QDs technology (addressed in the first research article of this thesis in chapter 1). The proposed multi-primary display model provides an expanded color gamut, which guarantees a better reproduction of effect pigments. In a first step, the emission spectral radiance curves of the three RGB channels of a commercial QD display were fitted to a four-parameter function. From this modeling, it is possible to gain new theoretical color primaries by selecting new spectral peaks (cyan, yellow, magenta, and/or additional RGB primaries) and imposing colorimetric conditions for the resulting white of this proposed theoretical multi-primary display. Proper characterization to assess the performance of the display was conducted to know if the basic “gain-offset-gamma” (GOG) model can be used for direct and inverse color reproduction (from RGB to CIE-XYZ, and vice versa). The GOG model was found to well characterize this display. The spatial uniformity of the display was also evaluated in luminance and color chromaticity terms. Finally, with the primaries modeling and color characterization based on the GOG model, a 5-primary model (RGBYC) was tested. The evaluation of this theoretical RGBYC display model confirms the gamut enlargement, which can also improve goniochromatic color reproduction. In the second place, and focusing on the second issue, a big portion of the work of this thesis was dedicated to the development of a new 3D rendering tool for improved and accurate visualization of the complete appearance of effect coatings, including metallic effects, sparkle, and iridescence (addressed in the second and third research articles of this thesis in chapters 2 and 3). This task was carried on by firstly building a specific rendering framework for this purpose, using a multi-spectral and physically based rendering approach, and secondly, by validating the performance of this rendering framework through psychophysical tests. Spectral reflectance measurements and sparkle indices from a commercially available multi-angle spectrophotometer (BYK-mac i) were used together with a physically based approach, such as flake-based reflectance models, to efficiently implement the appearance reproduction from a small number of bidirectional measurement geometries. With this rendering framework, a virtual representation of a set of effect coating samples is reproduced on an iPad display, by simulating how these samples would be viewed inside a Byko-spectra effect light booth. Therefore, for this purpose, an accurate virtual representation of the Byko light booth was built using a physically based representation of global illumination. The rendering framework also accounts for the colorimetric specifications of the rendering display (iPad5) by applying the recent device-specific MDCIM model. The appearance fidelity of the rendering was validated through psychophysical methods. For this task, observers were asked to evaluate the most important visual attributes that directly affect the appearance of effect coatings, i.e., color, the angular dependence of color (color flop), and visual texture (sparkle and graininess). Observers were asked to directly compare the rendered samples with the real samples inside the Byko-spectra effect light booth. The visual validation was performed in three different steps. In the first study, the accuracy of rendering the color of solid samples is evaluated. In a second step, the accuracy of rendering the color flop of effect coatings is validated by conducting two separate visual tests, by using flat and curved samples respectively. In the third and last step, the digital reproduction of both color and texture of metallic samples is tested, by including texture effects in the rendering by using a sparkle visualization model. The parameters of the sparkle visualization model were optimized based on sparkle measurement data from the BYK-mac i instrument using a matrix-adjustment model. Results from the visual evaluations prove the high color accuracy of the developed rendering tool. In the first test, the visual acceptability of the rendering was 80%. This percentage is much better than what was found in a previous investigation using the default sRGB color encoding space. Results of the second study show an improved accuracy when curved samples were used (acceptability of 93% vs 80%). The final visual test shows high visual acceptability of the rendering at 90%. In conclusion, this thesis provides a method for accurate digital simulation of effect coatings, by developing a multispectral and physically based rendering approach on a simple iPad tablet computer. The research developed in this thesis comes with many advances in the scientific and industrial levels, with a great contribution to the development of innovative tools for digitization of materials, as needed in today’s society.This thesis was carried out under the financial assistance of the Spanish Ministry of Economy and Competitiveness through the pre-doctoral fellowship FPIBES-2016-077325, and the research projects DPI2015-65814-R and RTI2018-096000-B-I00
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