light op• データ種: なし → rgb(引数だけで決まる op —— 画像やデータの入力を取らない)
• 呼び出し: import fullseye as fs; fs.ledger.radial_light(height, width, x, y, radius, intensity=1.0, falloff='smooth', color='emphasis', scheme='okabe_ito') (実装を直接呼ぶなら import gfx2d; gfx2d.radial_light(height, width, x, y, radius, intensity=1.0, falloff='smooth', color='emphasis', scheme='okabe_ito')、台帳から引くなら opsgfx2d.get("radial_light"))
(x, y) を中心とする放射状のライトマップ rgb (H, W, 3)。
> 以下の詳細説明は原文のままです —— 要約と見出しは訳出済み。
falloff:
• "smooth" — (1 - t^2)^2, compactly supported: exactly zero at and beyond radius. The default, because a light that ends somewhere is the only kind you can budget.
• "linear" — 1 - t, also compact.
• "inverse_square" — 1 / (1 + (3t)^2), the physical law softened at the origin. Not compactly supported: it is 10 % of peak at the nominal radius and never reaches zero, so a scene full of these never gets dark.
The value at the centre is exactly intensity * color. This is a *linear-light* quantity: add lights together, then encode once.
With intensity > 1 the result leaves [0, 1] — deliberately, because a light map is not a picture. light_mask accepts it; the operators that take an rgb *image* reject it with the documented range error rather than clipping a light budget behind your back.
• サンプルデータ カタログ(DL URL / ライセンス) — 2-D は skimage.data(BSD/public)+ 合成、3-D は実データ源(Stanford/PDS 等)の DL URL。
• 演算子の来歴・参考文献 — この op 族の元になった研究/手法の出典。
• アルゴリズムの正典(著者・年)と用途は上記ファミリ使い方ガイドに記載。
• gfx2d_scene — py -3.11 examples/gfx2d_scene.py
rgb を入力に取れる)srgb_to_linear · linear_to_srgb · blend_mode · light_mask · normal_map_decode · bloom · vignette · chromatic_aberration
light)light_mask · normal_map_decode · normal_map_shade · shadow_cast_2d
*Provenance: gfx2d.py — GFX2D 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.