In the real world, a surface can have only one side, defining the interface between one volume and another. Many object-space rendering packages (e.g. z-buffer algorithms) take advantage of this fact by culling back-facing polygons and thus saving as much as 50% of the preprocessing time. However, many models rely on an approximation whereby a single surface is used to represent a very thin volume, such as a pane of glass, and this also can provide significant calculational savings in an image-space algorithm (such as ray-tracing). Also, many models are created in such a way that the front vs. back information is lost or confused, so that the back side of one or more surfaces may have to serve as the front side during rendering. (AutoCAD is one easily identified culprit in this department.) Since both types of surface models are useful and any rendering algorithm may ultimately be applied, MGF provides a way to specify sidedness rather than picking one interpretation or the other.
The problem with RGB is that there is no accepted standard, and even if we were to set one it would either be impossible to realize (i.e. impossible to create phosphors with the chosen colors) or it would have a gamut that excludes many saturated colors. The CIE color system was very carefully conceived and developed, and is the standard to which all photometric measurements adhere. It is therefore the logical choice in any standard format, though it has been too often ignored by the computer graphics community.
Regarding Phong shading, this was never a physical model and making it behave basic laws of reciprocity and energy balance is difficult. More to the point, specular power has almost nothing to do with surface microstructure, and is difficult to set properly even if every physical characteristic of a material has been carefully measured. This is the ultimate indictment of any physical model -- that it is incapable of reproducing any measurement whatsoever.
Admittedly, the compliment of diffuse and specular component plus surface roughness and index of refraction used in MGF is less than a perfect model, but it is serviceable for most materials and relatively simple to incorporate into a rendering algorithm. In the long term, MGF shall probably include full spectral scattering functions, though the sheer quantity of data involved makes this burdensome from both the measurement side and the simulation side.
Oftentimes, one is translating from a Phong exponent on the cosine of the half-vector-to-normal angle to the more physical but less familiar Gaussian model of MGF. The hardest part is translating the specular power to a roughness value. For this, we recommend the following approximation:
roughness = 0.6/sqrt(specular_power)It is not a perfect correlation, but it is about as close as one can get.
MGF uses two alternative, well-defined standards, spectral power distributions and the 1931 CIE 2 degree standard observer. With the CIE standard, any viewable color may be exactly represented as an (x,y) chromaticity value. Unfortunately, the interaction between colors (i.e. colored light sources and interreflections) cannot be specified exactly with any finite coordinate set, including CIE chromaticities. So, MGF offers the ability to give reflectance, transmittance or emittance as a function of wavelength over the visible spectrum. This function is still discretized, but at a user-selectable resolution. Furthermore, spectral colors may be mixed, providing (nearly) arbitrary basis functions, which can produce more accurate results in some cases and are merely a convenience for translation in others.
Conversion back and forth between CIE chromaticity coordinates and spectral samples is provided within the MGF parser. Unfortunately, conversion to and from RGB values depends on a particular RGB definition, and as we have said, there is no recognized standard. We therefore recommend that you decide yourself what chromaticity values to use for each RGB primary, and adopt the following code to convert between CIE and RGB coordinates.
#ifdef NTSC #define CIE_x_r 0.670 /* standard NTSC primaries */ #define CIE_y_r 0.330 #define CIE_x_g 0.210 #define CIE_y_g 0.710 #define CIE_x_b 0.140 #define CIE_y_b 0.080 #define CIE_x_w 0.3333 /* monitor white point */ #define CIE_y_w 0.3333 #else #define CIE_x_r 0.640 /* nominal CRT primaries */ #define CIE_y_r 0.330 #define CIE_x_g 0.290 #define CIE_y_g 0.600 #define CIE_x_b 0.150 #define CIE_y_b 0.060 #define CIE_x_w 0.3333 /* monitor white point */ #define CIE_y_w 0.3333 #endif #define CIE_D ( CIE_x_r*(CIE_y_g - CIE_y_b) + \ CIE_x_g*(CIE_y_b - CIE_y_r) + \ CIE_x_b*(CIE_y_r - CIE_y_g) ) #define CIE_C_rD ( (1./CIE_y_w) * \ ( CIE_x_w*(CIE_y_g - CIE_y_b) - \ CIE_y_w*(CIE_x_g - CIE_x_b) + \ CIE_x_g*CIE_y_b - CIE_x_b*CIE_y_g ) ) #define CIE_C_gD ( (1./CIE_y_w) * \ ( CIE_x_w*(CIE_y_b - CIE_y_r) - \ CIE_y_w*(CIE_x_b - CIE_x_r) - \ CIE_x_r*CIE_y_b + CIE_x_b*CIE_y_r ) ) #define CIE_C_bD ( (1./CIE_y_w) * \ ( CIE_x_w*(CIE_y_r - CIE_y_g) - \ CIE_y_w*(CIE_x_r - CIE_x_g) + \ CIE_x_r*CIE_y_g - CIE_x_g*CIE_y_r ) ) #define CIE_rf (CIE_y_r*CIE_C_rD/CIE_D) #define CIE_gf (CIE_y_g*CIE_C_gD/CIE_D) #define CIE_bf (CIE_y_b*CIE_C_bD/CIE_D) float xyz2rgbmat[3][3] = { /* XYZ to RGB */ {(CIE_y_g - CIE_y_b - CIE_x_b*CIE_y_g + CIE_y_b*CIE_x_g)/CIE_C_rD, (CIE_x_b - CIE_x_g - CIE_x_b*CIE_y_g + CIE_x_g*CIE_y_b)/CIE_C_rD, (CIE_x_g*CIE_y_b - CIE_x_b*CIE_y_g)/CIE_C_rD}, {(CIE_y_b - CIE_y_r - CIE_y_b*CIE_x_r + CIE_y_r*CIE_x_b)/CIE_C_gD, (CIE_x_r - CIE_x_b - CIE_x_r*CIE_y_b + CIE_x_b*CIE_y_r)/CIE_C_gD, (CIE_x_b*CIE_y_r - CIE_x_r*CIE_y_b)/CIE_C_gD}, {(CIE_y_r - CIE_y_g - CIE_y_r*CIE_x_g + CIE_y_g*CIE_x_r)/CIE_C_bD, (CIE_x_g - CIE_x_r - CIE_x_g*CIE_y_r + CIE_x_r*CIE_y_g)/CIE_C_bD, (CIE_x_r*CIE_y_g - CIE_x_g*CIE_y_r)/CIE_C_bD} }; float rgb2xyzmat[3][3] = { /* RGB to XYZ */ {CIE_x_r*CIE_C_rD/CIE_D,CIE_x_g*CIE_C_gD/CIE_D,CIE_x_b*CIE_C_bD/CIE_D}, {CIE_y_r*CIE_C_rD/CIE_D,CIE_y_g*CIE_C_gD/CIE_D,CIE_y_b*CIE_C_bD/CIE_D}, {(1.-CIE_x_r-CIE_y_r)*CIE_C_rD/CIE_D, (1.-CIE_x_g-CIE_y_g)*CIE_C_gD/CIE_D, (1.-CIE_x_b-CIE_y_b)*CIE_C_bD/CIE_D} }; cie_rgb(rgbcolor, ciecolor) /* convert CIE to RGB */ register float *rgbcolor, *ciecolor; { register int i; for (i = 0; i < 3; i++) { rgbcolor[i] = xyz2rgbmat[i][0]*ciecolor[0] + xyz2rgbmat[i][1]*ciecolor[1] + xyz2rgbmat[i][2]*ciecolor[2] ; if (rgbcolor[i] < 0.0) /* watch for negative values */ rgbcolor[i] = 0.0; } } rgb_cie(ciecolor, rgbcolor) /* convert RGB to CIE */ register float *ciecolor, *rgbcolor; { register int i; for (i = 0; i < 3; i++) ciecolor[i] = rgb2xyzmat[i][0]*rgbcolor[0] + rgb2xyzmat[i][1]*rgbcolor[1] + rgb2xyzmat[i][2]*rgbcolor[2] ; }An alternative to adopting the above code is to use the MGF "cmix" entity to convert from RGB directly by naming the three primaries in terms of their chromaticities, e.g:
c R = cxy 0.640 0.330 c G = cxy 0.290 0.600 c B = cxy 0.150 0.060
Then, converting from RGB to MGF colors is as simple as multiplying each component by its relative luminance in a cmix statement, for instance:
c white = cmix 0.265 R 0.670 G 0.065 B
For the chosen RGB standard, the above specification would result a pure white. The reason the coefficients are not all 1 as you might expect is that cmix uses relative luminance as the standard for its weights. Since blue is less luminous for the same energy than red, which is in turn less luminous than green, the weights cannot be the same to achieve an even spectral balance. Unfortunately, computing these relative weights is not straightforward, though it is given in the above macros as CIE_rf, CIE_gf and CIE_bf. (The common factors in these macros may of course be removed since cmix weights are all relative.) Alternatively, one could measure the actual full scale luminance of the phosphors with a luminance probe and get the same relative values.