specular_diffuse_split — SPECULAR dichromatic op

• 데이터 종류: rgbimage → rgbimage

• 호출: import fullseye as fs; fs.ledger.specular_diffuse_split(image_rgb, illuminant_rgb=(1.0, 1.0, 1.0), body_rgb=None, max_rank_ratio=0.1, max_negative_frac=0.02)(구현을 직접 호출하려면 import specularity; specularity.specular_diffuse_split(image_rgb, illuminant_rgb=(1.0, 1.0, 1.0), body_rgb=None, max_rank_ratio=0.1, max_negative_frac=0.02), 원장에서 가져오려면 opsspecular.get("specular_diffuse_split"))

• 원장 경유의 반환값: fullseye.ledger.specular_diffuse_split(...) 는 선언된 out 형 rgbimage 의 값만 반환합니다(실제 함수는 보조 정보도 반환). 버려진 쪽이 필요하면 fullseye.ledger.specular_diffuse_split.raw(...) 를 쓰거나 specularity.specular_diffuse_split 를 직접 호출하세요.

사용법

선형 RGB 이미지를 확산(체적) 성분과 정반사(계면) 성분으로 나눕니다. → (diffuse, specular), 둘 다 (H, W, 3).

> 아래 상세 설명은 원문입니다 —— 요약과 제목은 번역되어 있습니다.

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*:

• body_rgb given — a (3,) colour or an (H, W, 3) map. Each pixel solves the 3-equation, 2-unknown least-squares system exactly. This is the textured-surface path: on a synthetic image built from a known (m_d, m_s) it returns them with a maximum absolute error of 4.0e-15 for a uniform body colour and 2.9e-15 for a per-pixel colour map (measured in tests/test_specularity.py).

• body_rgb omitted — one material is assumed. The illuminant-orthogonal part of the image is then exactly rank one, so the body direction is its leading singular vector; the unobservable component of L along G is fixed by requiring m_s >= 0 with the minimum over the image equal to zero. Maximum absolute error 5.0e-16 on the same synthetic image. At least one lit pixel must be specular-free — see below, this is the assumption that actually bites.

*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 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:

• *max_rank_ratio* — the second singular value of the illuminant-orthogonal part over the first. Measured on the synthetic bump: 4.6e-16 noiseless, 0.0175 at 0.5% Gaussian noise, 0.0348 at 1%, 0.0694 at 2%, 0.173 at 5%; a two-material image with cyclically permuted albedos gives 0.574. The default 0.1 sits between the 2% and 5% noise measurements. None disables it.

• *max_negative_frac* — the fraction of pixels whose fitted body coefficient comes out negative, which cannot happen for one material. This is what catches the case the rank test misses: two albedos whose illuminant-orthogonal chromaticities are nearly anti-parallel still span one line, and that image measured 0.0815 on the rank test — under the default threshold, i.e. accepted — while 50% of its pixels fit a negative body coefficient. With both guards disabled that image returns a diffuse map wrong by 1.03 in absolute radiance on an image whose maximum is 0.99, with no exception and no NaN. None disables it.

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 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.

자세한 사용 가이드

• specular_photometric 패밀리 가이드

참고(샘플 데이터·문헌)

• 샘플 데이터 카탈로그(DL URL / 라이선스) —— 2-D 는 skimage.data(BSD/public)+ 합성, 3-D 는 실데이터 소스(Stanford/PDS 등)의 DL URL.

• 연산자의 내력·참고문헌 —— 이 연산자 족의 바탕이 된 연구/기법의 출처.

• 알고리즘의 정전(저자·연도)과 용도는 위의 패밀리 사용 가이드에 적혀 있습니다.

실행 가능한 예제(이 연산자를 실제로 호출하는 검증된 샘플)

• specular_photometric — py -3.11 examples/specular_photometric.py

타입이 이어지는 다음 연산자(rgbimage 를 입력으로 받는 것)

specular_coefficient_map · specular_free_transform · illuminant_from_dichromatic_planes

같은 카테고리(dichromatic)

specular_coefficient_map · specular_free_transform · illuminant_from_dichromatic_planes


*Provenance: specularity.py — SPECULAR 연산자 레지스트리. 이 op 노트는 tools/opdocs.py md 가 자동 생성합니다(직접 편집하지 마세요).*

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