High Fidelity Rendering Of Ancient Egyptian Gold - A Case Study

Carlo Harvey

{Carlo Harvey | A.G.Chalmers@warwick.ac.uk}

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Abstract  

Testing virtual lighting simulations is now common practice in a number of different fields, not just computer graphics. This practice can help save time and money and help pick up on design flaws. It can also be used as a means to compare real images of the synthetic scene we derive to help us deduce whether algorithms currently in place are efficient and effective and possibly contrive new algorithmic theories. Simulations will never become accurate predictions of reality unless the reality of the physics is preserved within the modelling. Creating synthetic images is becoming more and more commonplace in the field of archaeology. With advanced graphics algorithms it is possible to take a glimpse back into our ancestors surroundings. With accurate reconstructions, from lighting to modelling, it is possible to derive images as to how scenes may have been perceived in that period of history. This paper includes an analysis of and describes several ways to model light transport and propagation for a gold material, their validity and how gold may have been perceived in situ in Tut-Ankh-Amuns tomb. Also to research effects of different renderers, both raster and physically based on synthetic images. Using accurate lighting it is possible to derive implications on perception changes in this environment from modern perception to perception dated 1323BC.

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Top-Left (Clockwise): Real Scene, MentalRay (MR) Blinn, MR Cook-Torrance, Radiance, Maxwell, MR Phong.

Bottom-Left (Clockwise): Mean-Squared Error Evaluation with Real Scene. Same order as above except top-left; Maya Software.

Right: Maxwell Synthetic Render of Tut-Ankh-Amun's tomb with candlelight versus real image with modern lighting.