The Aristotelian rainbow: from philosophy to computer graphics

J. Frisvad, Niels Jørgen Christensen, P. Falster
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引用次数: 5

Abstract

Developments in the graphics discipline called realistic image synthesis are in many ways related to the historical development of theories of light. And theories of light will probably continue to inspire the ongoing search for realism in graphics. To nurture this inspiration, we present the first in-depth, source-based historical study that pinpoints events with relevance for graphics in the development of theories of light. We also show that ancient mathematical models for light scattering phenomena may still find a use in the branch of realistic image synthesis concerned with real-time rendering. As an example we use Aristotle's theory of rainbow formation to construct a method for real-time rendering of rainbows. This example serves as an invitation to use the overview and references provided in this paper, not only for understanding where many of the physical concepts used in graphics come from, but also for finding more mathematical and physical models that are useful in graphics.
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亚里士多德彩虹:从哲学到计算机图形学
图形学科的发展被称为现实图像合成,在许多方面与光理论的历史发展有关。光的理论可能会继续激发正在进行的对图形现实主义的探索。为了培养这种灵感,我们提出了第一个深入的,基于来源的历史研究,精确地指出了与光理论发展中图形相关的事件。我们还表明,光散射现象的古老数学模型仍然可以在与实时渲染有关的逼真图像合成分支中找到用途。作为一个例子,我们使用亚里士多德的彩虹形成理论来构建一个实时渲染彩虹的方法。这个例子可以作为使用本文提供的概述和参考资料的邀请,不仅可以理解图形中使用的许多物理概念的来源,还可以找到更多在图形中有用的数学和物理模型。
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