45
3
SimulationofNightVisionand
InfraredSensors
Frank Kane
Sundog Software, LLC
Many action games simulate infrared (IR) and night-vision goggles (NVG) by
simply making the scene monochromatic, swapping out a few textures, and turn-
ing up the light sources. We can do better. Rigorous simulations of IR and NVG
sensors have been developed for military training and simulation applications,
and we can apply their lessons to game engines. The main differences between
visible, IR, and near-IR wavelengths are easily modeled. Sensors may also in-
clude effects such as light blooms, reduced contrast, blurring, atmospheric trans-
mittance, and reduced resolution that we can also simulate, adding to the realism.
3.1ThePhysicsoftheInfrared
The world of the infrared is a very different place from the world of visible
light—you’re not just seeing reflected sunlight, you’re seeing how objects radiate
heat. Accurately representing an IR scene requires understanding some basic
thermodynamics.
Fortunately, the bit we need isn’t very complicated—we can get by with just
an understanding of the Stefan-Boltzmann law. It tells us that the black body ra-
diation
*
j
of an object is given by
*4
j εσT
.
Here, T is the absolute temperature of the object (in Kelvins),
is the thermal
emissivity of the material, and
is the Stefan-Boltzmann constant,
8
5.6704 10
124
Js m K


. If the ambient temperature and temperature of the objects in your
46
scene re
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simulati
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and/or t
e
perature
Tab
l
that mo
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It is
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To
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Figure
3
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ain consta
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ies.
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.1. Simulated
o
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note the trea
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issivity val
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quation abo
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missivity th
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mbient tem
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ature. An alt
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ased
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V
a
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u
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t distinguish
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r
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ates texture-
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m
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a
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µ
a
ve almost l
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different ma
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f
ects that emi
n
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e
. Stop thinki
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r
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materials an
d
ical basis to
b
r
epurpose th
e
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visible ligh
t
s
f
raredSenso
r
a
ked into
b
ased IR
n
t to sim-
m
aterials
the tem-
µ
m. Note
i
ke ideal
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t
erials in
f
ferences
t heat of
h
anges in
n
g about
in terms
d
/or tex-
b
lending
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visible-
s
. (Image
r
s
3.1ThePhysicsoftheInfrared 47
Material Emissivity Material Emissivity
Aluminum 0.20 Paint 0.84 (white)–0.99 (black)
Asphalt 0.95 Paper 0.95
Cast iron 0.70–0.90 Plastic 0.95
Clay 0.95 Rusted iron 0.60–0.90
Cloth 0.95 Sand 0.90
Glass 0.85 Snow 0.90
Granite 0.90 Soil 0.90–0.98
Grass 0.98 Steel 0.80–0.90 (cold-rolled), 0.25 (polished)
Gravel 0.95 Tin 0.10–0.30
Human skin 0.95 Water 0.93
Ice 0.98 Wood 0.90–0.95
Table 3.1. Emissivity of common materials.
light textures of your objects as detail for the thermal information. There is a
range of about 0.15 in the emissivity between white and black objects; light col-
ors reflect more heat, and dark colors absorb it. Your fragment shader may con-
vert the RGB values of the visible-light textures to monochromatic luminance
values and perturb the final emissivity of the fragment accordingly. Listing 3.1
illustrates a snippet of a fragment shader that might approximate the thermal ra-
diation of a fragment given its visible color and knowledge of its underlying ma-
terial’s emissivity and temperature. This is a valid approach only for objects that
do not emit their own heat; for these objects, emissivities and temperatures
should be encoded directly in specialized IR textures, rather than blending the
visible-light texture with vertex-based thermal properties.
uniform sampler2D visibleTexture;
uniform sampler2D thermalTexture;
uniform float level;
uniform float gain;
uniform float stefanBoltzmannConstant;
uniform float emissivityBlendFactor;

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