Re: Thermal infrared techniques?

Ron Hay <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Thanks for the response - to answer some questions, it's the "colorful" 
variant of IR that's probably going to be emulated.  They additionally 
want night vision (which is an easier effect, in general).  I'm looking 
for a bit more than a different set of textures, which is, as Jon 
stated, pretty much all they have been doing.  We want to do it better, 
so I was try to edu-macate myself on some other possibilities using 
"modern" (aka "not 10 years old") hardware.  Some of the ideas you 
through out are a good start Jon :)

    Ron

Jon Watte wrote:
> Ron Hay wrote:
>   
>> Anyone have points to papers/tutorials/explanations of some algorithms 
>> for rendering a scene as it would appear through a thermal IR camera?  
>> As in military operations stuff.  Anything ranging from "good enough" to 
>> a decent approximation of reality is usable.
>>   
>>     
>
> What the military guys do is generally build a second set of textures 
> for everything, where the texture values correspond to frequencies in 
> the IR spectrum instead of the visible RGB spectrum. Additionally, as 
> this is usually done for night vision, you render without lighting, but 
> instead using fullbright (or some variation thereof) textures. The 
> reason for this is that materials typically have very different behavior 
> in the IR spectrum than in the visible spectrum -- a lawn, a garden 
> hose, and a painted metal grate can all be "green," but they behave 
> really differently in IR.
> Depending on what kind of simulation you're doing, you might want to use 
> a texture channel or two for parameters such as "decay," such that you 
> can pass in a parameter like "time since last exposure to sunlight" and 
> get a better emulation of how a scene will change over time -- different 
> materials cool differently.
> Finally, if you want to emulate the "look" of a particular IR sensor or 
> display, you should get a copy of the real thing, or barring that, some 
> video of the real thing, and add whatever artifacts you can see 
> (striping, bright bands, knock-out, ringing, etc) as shader effects, 
> until it's close enough.
>
> Sincerely,
>
> jw
>
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