Concept

Form factor — where it appears

The fraction of the light leaving one surface that arrives at another, decided by the geometry alone. It is what makes a corner different from a wall, and it can be computed in closed form for simple shapes and by quadrature otherwise.

Named by 15 essays across 2 fields — each of them below, with the objects they name alongside it.

A spectrum after 2 bounces off the same surface. The lamp's spectrum at the top, then the same spectrum multiplied by a reflectance peaking at 530 nm once for each bounce. Interreflection is elementwise multiplication, so light that reaches the eye by the long way round carries ρ raised to the number of surfaces it met. Each row's swatch is drawn at fixed luminance so only the chromaticity changes, and the distance from the D65 white point, printed at the right, rises from 0.000 to 0.235. The spectrum narrows every time, which is why a room painted in one colour is more saturated in its corners than on its walls.

A bounce is a multiplication

Colorimetry multiplies an illuminant by a reflectance once and integrates. A surface in a room is lit by every other surface the lamp reached first, so the spectrum arriving at the eye has been multiplied several times — and the second multiplication is where the whole apparatus of matching starts to come apart.

scene · Scene
A metameric match that a corner breaks. Two reflectances with identical XYZ under D65 — metamers, matching to ΔE00 = 5.4e-14, which is the numerical floor rather than an approximation. On a flat wall the light meets one of them once and the two patches are the same colour. In a corner, a fraction 0.200 of what leaves the surface returns to it, so part of what reaches the eye carries ρ twice — and the match fails by ΔE00 = 1.53. A metameric match is an identity between three integrals that are linear in ρ, and there is nothing linear left after a second bounce. The geometry, not the light and not the paint, is what breaks it.

Two paints that stop matching

A metameric match is an identity between three integrals that are linear in reflectance. A second bounce carries reflectance squared, and no linear identity survives being squared — so two paints certified identical on a flat chart come apart in a corner, by an amount the geometry decides and the colorimetry cannot express.

scene · Scene
The interreflection gain of a room, band by band. A closed cavity of reflectance ρ returns 1/(1 − ρ) times the light that entered it, and because that is computed per band it amplifies the wall's colour along with its brightness. The wall here is only 5% off neutral — a paint anybody would call white — and at albedo 0.9 the room's white point has moved by ΔE00 = 50.7 against the lamp it was lit with. The gain is a geometric series, so the last few percent of albedo cost far more than the first: 1.64× at ρ = 0.4 against 8.41× at ρ = 0.9.

What a white wall costs

A closed room returns 1/(1−ρ) times the light that entered it, computed band by band — so a paint that is five percent off neutral becomes a strongly coloured illuminant once the room has finished bouncing. The gain amplifies the tint along with the brightness, and the last few percent of albedo cost far more than the first.

scene · Scene
The form-factor matrix of the box. F_ij is the fraction of everything leaving face i that arrives at face j. The diagonal is zero because a flat face sees none of itself; each row sums to exactly 1 because the cavity is closed; and A_i F_ij = A_j F_ji, which is reciprocity and is checked to 10⁻⁹. For a cube the opposite face takes 19.98% and each of the four adjacent faces 20.00%, and the near-equality of those two numbers is a coincidence of the cube rather than a rule.

A corner is not a wall

A form factor is the fraction of everything leaving one surface that arrives at another, and it is the only place geometry enters the colour of a room. It is also the one number here with a published closed form to check against — and the check turned out to converge at two different rates for two cases that look identical.

scene · Scene
Every face of the solved room. The red room after the transport is solved in all 81 bands. Only the ceiling emits; the other five faces are lit entirely by what the ceiling and each other send them, so their colour is the lamp multiplied by every reflectance along every path that reached them. The ceiling itself comes out 1.05× brighter than it emits, because a closed room returns light to its own source. The two chromaticities under each swatch are the spectral solve and the three-channel one, and the faces furthest from the lamp — the ones the light reached by the most bounces — are where they disagree most.

The room is the illuminant

Colour bleeding is usually described as an aesthetic phenomenon of rendered images. It is better described as a measurement. In a room with one lamp, five of six surfaces emit nothing at all, so their light is entirely a product of other surfaces' reflectances — and the bleeding saturates rather than running away, for a reason worth deriving.

scene · Scene
A corner moves the spectrum and the viewing condition at once. A coloured patch in a corner of coloured walls, against how enclosed the corner is. The top curve is what a colorimeter set up at the door reports: light that has bounced carries the surrounding reflectance again, so the patch is lit by something the room is not. The middle curve is what is left once the patch is read against the corner's own white — most of it goes, because a corner is a change of illuminant and that is what chromatic adaptation is for. The bottom curve is the other thing a corner is: a brighter place, 1.76 times the light, which moves the appearance through the Hunt effect with the white point held still and cannot be adapted away at all.

A corner moves both terms

The interreflection essays compute what a corner does to a spectrum, which is one of the two things a corner does. It is also a brighter place with a differently coloured background — a viewing condition, not a stimulus — and adaptation removes most of the first and none of the second. At an enclosure of six tenths that is 63 per cent of seven units gone and a further unit arriving from the extra light alone.

scene · Scene
The same wall, applied once and applied twice. A room lit by light that has bounced off its own walls is a change of illumination like any other, and a corner is the same change applied twice. Squaring a reflectance sharpens it, a sharper change of light is further from being a gain, and the residual an adapted observer is left with therefore grows faster than the change does: the second bounce is 1.33 times the change and 1.96 times the residual. This is the adaptation half of what a corner does to a metameric match.

The same wall applied twice

A bounce off a painted wall is a change of illumination, and adaptation handles it about as well as it handles a change of colour temperature. A corner applies the same reflectance twice, which sharpens it — and leaves an adapted observer with 1.96 times as much for a change only 1.33 times as large.

scene · Scene
A room applies its wall a different number of times at each wavelength. The mean number of bounces the surviving light has made, wavelength by wavelength, in a closed room whose walls are the green paint the adaptation census uses. It runs from 0.33 in the band the wall absorbs to 5.67 in the band it reflects — a factor of 17.00 — because the light that survives many bounces is the light the wall was reflecting all along. The census has one bounce and two bounces as separate rows and a search treats the count as a free integer; a room has neither, and what it has is bounded by the walls reflecting less than everything.

A room bounds its own bounces

The adaptation census has one bounce and two bounces as separate rows, and a search over the family treats the count as a free integer it always takes to the largest value offered. A room offers no integer at all — it applies a geometric mixture of every number of bounces, and that mixture is bounded by the walls reflecting less than everything.

scene · Scene
What the Lambertian assumption costs a room, against how rough its walls are. The horizontal axis is the roughness of the two coloured walls; the right-hand end is nearly matt, which is what a radiosity calculation assumes. One line is the distance in ΔE₀₀ between the floor's colour and what radiosity gives for the same room — 4.89 at an eggshell finish, falling to 0.97 at the matt end. The other is the chroma of the bounce, which falls as the walls get glossier: what an interface returns is a Fresnel reflection and carries no pigment, so the fraction of the return that goes into the lobe is a fraction that arrives at the floor white. The lobe is taken out of the body term rather than added beside it, which is what a real finish does.

The solver had no slot for gloss

Every scene result in this collection is computed by radiosity, and radiosity is not an approximation that could be made more accurate. Its unknown is one number per surface, and a surface that returns light differently in different directions does not have one. A missing slot cannot be wrong by a small amount.

scene · Scene
The directional solver reduces to the radiosity solver exactly. A solver with a new unknown in it is worth nothing until it reproduces the one it replaces. Setting every wall's bidirectional distribution to ρ/π collapses all thirty ordered-pair radiances onto their patch's radiosity divided by π, and the answer agrees with this collection's existing radiosity solution to 9.8e-16 relative — the floating-point floor. That is the check that makes every other number in this family a statement about lobes rather than about a new piece of arithmetic, and it is the reason the reduction is drawn rather than mentioned.

Thirty unknowns instead of six

A directional transport solver is worth nothing until it reproduces the one it replaces. Setting every wall's bidirectional distribution to ρ over π collapses thirty ordered-pair radiances onto six radiosities and reproduces this collection's existing answer to 9.8 × 10⁻¹⁶ relative — which is the only reason anything else it says can be believed.

scene · Scene
Where a point-sampled patch stops resolving a lobe. The horizontal axis is the wall's roughness, logarithmic; the vertical is how far the answer moves when the cone quadrature is refined from eight directions to sixteen, also logarithmic. A patch in a cube subtends a cone of angular radius 25.8° at the face opposite, and a microfacet lobe of roughness a is about a radians wide, so a lobe below about 0.15 is narrower than the quadrature that samples it. The movement at 0.05 is 21.2 ΔE₀₀ and at 0.3 it is 0.033. This is where the method stops, not where the paint does: matt, eggshell and satin finishes are inside it and a high-gloss varnish is not.

Where a patch stops being a point

A patch in a cube subtends a cone of 25.8° at the face opposite. A microfacet lobe of roughness 0.05 is about three degrees wide. Point-sampling the second inside the first returned a chroma of thirty-four thousand and a negative lightness, and the boundary between working and not working is measured rather than declared.

limits · Limits
Where a grey finish sends the lamp's light orders which rooms it colours. The thirty rooms of the census, each placed by one number computed from its box and lamp alone — how much more of the lamp's light a satin finish on the grey faces sends to the painted faces than their matt return did — and by how many of 72 paints a finish on the grey faces makes more colourful. Over the twenty-four rooms with a wall or the floor painted the rank correlation is 0.92, and the vertical line at zero sorts them: right of it every room gains for 29 paints or more, left of it for 22 or fewer. The six rooms with the ceiling painted, drawn hollow, all sit left of the line and five of them gain at every paint.

A grey finish mirrors the lamp onto the paint

A satin finish on a room's grey faces makes the room more colourful in almost every arrangement, and the explanation offered was that it re-weights each grey face towards the paint it sees at a slant. That number, computed from the geometry alone, orders the rooms at a rank correlation of 0.24. The number that orders them is the same slant pointed the other way and lit: how much of the lamp's light the finish sends to the paint. It orders the rooms with a wall or floor painted at 0.92, and its sign sorts them without an exception.

scene · Scene
Divide the faces and the tall room gains colour from a grey finish. How many of the census's 72 paints a satin finish on the grey faces makes more colourful, with every face divided into one to six patches a side. One patch a face is the census, where the tall room with its side walls painted gains for 0; from one to six patches a side it gains for 0, 4, 8, 11, 15, 15. The tall narrow slot, painted the same way, goes 22, 7, 11, 45, 72, 72, and the tall room with all four walls painted barely moves.

The tall room gains once its walls are divided

The room census solves each face as one patch, and it says a satin finish on the grey faces of a tall room with painted side walls makes the room more colourful for none of seventy-two paints. The true box disagreed: rays from points on the grey end walls said the finish sends the lamp's light towards the paint. Dividing every face into patches settles it. The end wall's upper patches, which see the lamp at a grazing slant, send its light across to the painted walls; its lower patches send it to the floor. The room gains for 0, 4, 8, 11, 15 and 15 paints as the faces are divided one to six times a side — the light, broad paints — and the narrow slot beside it goes from 22 to all 72.

scene · Scene
The painted census's counts with one patch a face and with the faces divided. For each of the thirty rooms — six boxes, each painted five ways — how many of 72 paints a satin finish on the grey faces makes more colourful with one patch a face, as the census solved it, and with every face divided five times a side (six for the two tall boxes). 12 counts do not move; 9 move by twenty paints or more, shaded — darker where the divided room gains more. Some paint gains in 28 rooms both ways, and every paint in 13 with one patch and 17 divided.

Divided faces keep the census's count and lose its rule

The painted-room census, solved with one patch a face, found that a satin finish on a room's grey faces adds colour in 28 of 30 rooms, and a later essay found one geometric number whose sign sorted which rooms gain. Re-solved with every face divided into twenty-five or thirty-six patches, the count survives exactly — 28 rooms, though two of them trade places — and the finish colours every paint in 17 rooms instead of 13. The rule does not: the send number, now matching the true box's own to a rank correlation of 0.96, orders the divided counts at 0.63, and rooms on the wrong side of its zero gain for every paint. Nine of the thirty counts move by twenty paints or more.

scene · Scene
Counting the paint's light instead of the lamp's orders the rooms not at all. The thirty rooms of the painted census on divided faces, each placed twice: by the send number weighted by the paint's own light arriving at the grey faces, and by the send number weighted by the lamp's light, against how many of 72 paints a grey finish colours. The lamp-lit number ranks the wall and floor rooms at 0.63; the paint-lit one at -0.07, and over all thirty at -0.02.

The paint's own light does not order the rooms

A satin finish on a room's grey faces colours some paint in 28 of the painted census's 30 rooms, and the number meant to say which rooms gain most — how much of the lamp's light the finish sends to the paint — orders the rooms solved on divided faces at only 0.63. The rooms it misplaced return mostly the paint's own light, so the proposal was to count that instead. Counted, the paint's light orders the rooms at −0.07. In every room with its floor painted the finish sends the floor's light away from the floor, and every paint gains; with the ceiling painted the paint is the lamp and the two numbers are the same number. Even the room's own response, read off the solve with the paint in place, orders the counts only at 0.71. The census has to be solved room by room.

scene · Scene

Named alongside it

The objects these essays reach for when they reach for this one.

RadiosityInterreflectionReflectanceColour bleedingSpecularModelling assumptionAlbedoBidirectional reflectanceConvergenceStandard observerCensusIlluminant

All concepts