fullseye

specular_diffuse_split — SPECULAR dichromatic op

使い方

Split a linear-RGB image into its diffuse (body) and specular (interface) parts. → (diffuse, specular), both (H, W, 3).

Shafer’s dichromatic reflection model writes the radiance of a dielectric as I(x) = m_d(x) * L(x) + m_s(x) * G: a body term carrying the surface colour L and an interface term carrying the illuminant colour G. The specular part therefore occupies a single direction in RGB, and separating it is a projection with a closed form — no iteration, no optimisation, no learned prior.

Two regimes, chosen by body_rgb:

illuminant_rgb is a direction; only its orientation matters and it is unit-normalised internally. (1, 1, 1) is the white-balanced case. Get it from :func:illuminant_from_dichromatic_planes when you have two or more materials in frame.

Two guards protect the uniform-body path, and both are needed — the adversarial pass found the first one alone lets a two-material image through:

Both guards bound gross violations only, and that is not fixable by a better threshold. A texture whose chromaticity drifts along the body direction rather than away from it measured a rank ratio of 0.0641 — under the default — with every body coefficient positive, so neither guard fires, and the returned diffuse map was wrong by 0.198. It cannot be separated from noise by any threshold, because it is the same measurement: 1% Gaussian noise on that scene gives 0.0348 and 2% gives 0.0694, and the texture sits between them. The answer for a surface that might be textured is body_rgb, not a cleverer number here.

Honest limits. (1) Without body_rgb, one lit pixel must be specular-free. The rendered-lobe measurement shows exactly what it costs when none is: for a Blinn-Phong highlight on a Gaussian bump the maximum diffuse error is 6.5e-11 at shininess 200 (where the lobe tail underflows to 9.1e-11), 0.0019 at shininess 48 (tail 0.0026) and 0.175 at shininess 8 (tail 0.243) — the error is the darkest highlight in the frame, because that is the constant the constraint cannot see. (2) The known-body path is conditioned by 1/(1 - b^2) where b is the cosine between the body and illuminant colours. A texture reaching |b| = 0.99999 (an almost neutral grey under a white lamp, amplification 6.4e+04) measured 5.9e-12 against 2.9e-15 for the same texture kept at |b| <= 0.965. Near-grey surfaces are where colour-based separation is weakest, and no amount of arithmetic care changes that.

Raises ValueError: image_rgb is not (H, W, 3), is complex / masked / non-finite / string-typed, or exceeds :data:MAX_PIXELS; illuminant_rgb is not a non-zero 3-vector; the image is identically zero; the image has no component orthogonal to the illuminant (body colour parallel to it, so no split exists); either guard above fires; body_rgb has the wrong shape, a zero-length colour, or is parallel to the illuminant.

Returns (diffuse, specular) with diffuse + specular == image_rgb to machine precision in both regimes: measured 1.1e-16 on the uniform-body route, which forms the diffuse as image - specular, and 2.1e-15 on the known-body route, which forms both parts from the solved coefficients and so accumulates a little more.

詳しい使い方ガイド

参考(サンプルデータ・文献)

実行できる例(この op を実際に呼ぶ検証済みサンプル)

型が繋がる次の op(rgbimage を入力に取れる)

specular_coefficient_map · specular_free_transform · illuminant_from_dichromatic_planes

同カテゴリ(dichromatic)

specular_coefficient_map · specular_free_transform · illuminant_from_dichromatic_planes


Provenance: specularity.py — SPECULAR operator registry. この per-op ノートは tools/opdocs.py md が自動生成(手編集しない)。

© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.