radial_light — GFX2D light op

• 資料種類:無 → rgb(僅由參數決定的運算子 —— 不接受影像或資料輸入)

• 呼叫: import fullseye as fs; fs.ledger.radial_light(height, width, x, y, radius, intensity=1.0, falloff='smooth', color='emphasis', scheme='okabe_ito')(要直接呼叫實作,import gfx2d; gfx2d.radial_light(height, width, x, y, radius, intensity=1.0, falloff='smooth', color='emphasis', scheme='okabe_ito');從台帳取用則 opsgfx2d.get("radial_light"))

用法

以 (x, y) 為中心的放射狀光照圖 rgb (H, W, 3)。

> 以下的詳細說明為原文 —— 摘要與標題已翻譯。

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.

參考(範例資料、文獻)

• 範例資料目錄(下載 URL / 授權) —— 2-D 用 skimage.data(BSD/公有領域)加合成圖,3-D 給出真實資料源(Stanford/PDS 等)的下載 URL。

• 運算子來歷與參考文獻 —— 該運算子族所依據的研究/方法出處。

• 演算法的正典(作者、年份)與用途見上面的族使用指南。

可執行的範例(實際呼叫該運算子並已驗證的樣例)

• gfx2d_scene — py -3.11 examples/gfx2d_scene.py

型別可銜接的下一個運算子(可接受 rgb 作為輸入)

srgb_to_linear · linear_to_srgb · blend_mode · light_mask · normal_map_decode · bloom · vignette · chromatic_aberration

同類別(light)

light_mask · normal_map_decode · normal_map_shade · shadow_cast_2d


*Provenance: gfx2d.py — GFX2D 運算子登記表。本條目由 tools/opdocs.py md 自動產生(請勿手動編輯)。*

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