Introduction
We do not need to get into the bright details to uncover this fact: fluorescent colours look amazing. Whether we are looking at a white t-shirt under black light or finding the ink of a highlighter un-naturally bright, we wonder what makes these colours stand out from the rest.
Fluorescence is simply the light that molecules give off when they have been excited. At least in principle, it has been known for quite a while how to handle fluorescent substances, i.e. materials which are capable of shifting the wavelength of light that interacts with them, in the context of computer graphics computations.
But due to technical difficulties with integrating wavelength shifting into modern rendering engines, the feature is still absent from all modern production rendering systems. The absence of this feature is an increasingly unsatisfactory situation, as the effect does play quite a role in the appearance of a number of common materials, such as paper and textiles (both via optical brighteners that are present in a large number of them), and fluorescent warning paint, e.g. on emergency vehicles.Â
Ocean™ 2021 can give the user a starting point for a physically based spectral rendering model to simulate surface fluorescence. We will show hereafter how fluorescence works and how it can be applied in Ocean™.
Basic principles

Figure 1 - The Jablonski Energy Diagram illustrating the fluorescence process. The steps 1, 2 and 3 are explained below.
1. Excitation
2. Excited state lifetime
The excited state lasts for a few nanoseconds. During this time, the fluorophore undergoes conformational changes and is also subject to a multitude of possible interactions with its molecular environment. These changes and interactions have two consequences:Â
- Â The energy of S1‘ is partially dissipated and a relaxed singlet excited state (S1) is created. The fluorescence emission comes from the S1Â state.
- Not all the molecules initially excited by absorption (Step 1) return to the ground state (S0) by fluorescence emission. There are many other processes (collisional quenching, intersystem crossing…) may also depopulate the S1 state.
The fluorescence quantum yield, which is the ratio of the number of fluorescence photons emitted to the number of photons absorbed, is a measure of the relative extent to which these processes occur:
3. Fluorescence emission
Fluorescence spectra
Absorption spectrum
Excitation is equivalent to absorption since upon absorption, the molecule reaches the excited state. For a pure product and in the absence of any interference with other molecules in the solution, the excitation and the absorption spectra of a fluorophore should be identical.
Emission spectrum

Figure 2 - Effect of excitation (blue) at different wavelengths on the fluorophore emission (red) at different excitation wavelengths: (A) Excitation at the fluorophore’s excitation maximum results in maximum emission. (B-E) Excitation at suboptimal wavelengths results in decreased emission intensity proportional to the decreased amount of excitation input.
A fluorescence emission spectrum is when the excitation wavelength is fixed, and the emission wavelength is scanned to get a plot of intensity vs. emission wavelength. For example, following Figure 2, if we fix the excitation spectrum at wavelength C (500 nm) and we scan the emission spectrum between 550 and 720 nm, we will get the emission spectrum corresponding to the letter C.
A new way to render materials
A BSDF, or Bidirectional Scattering Distribution Function, is a general representation of the reflective and transmissive optical properties of surfaces. As previously described, we have seen our fluorescent BSDF model has specific parameters to:
- Fluorescent absorption spectrum
- Fluorescent emission Spectrum
- Quantum yield (Q): fraction of emitted energy to absorbed energy
- Non-fluorescent diffusion spectrum
- Concentration parameter (C): fraction of fluorescence in the material that can be interpreted as a surface’s relative amount of fluorescent molecules
Examples
It must be noted that this fluorophore does not exist and has been created for the purpose of this demonstration. The fluorescent BSDF is however compatible with any measured data.
As seen previously, we allow users to change the concentration parameter (C) and the quantum yield (Q). These two parameters will adjust the behaviour of the fluorescent process and, thus, change the rendering of your material.
Figure 3 – Example scene. A box containing two objects: a control sample (left) and the test object. Both control sample and fluorophore have a green diffuse spectrum green following the graph on the right. The fluorophore has the associated fluorescent absorption and emission spectra.

Figure 4 - Render with a Lambertian BSDF in visible light (top left), with a Fluorescent BSDF with C = 0 in UV and visible light (top right); bottom images represent a Fluorescent BSDF in UV light and C = 1 (left), in UV and visible light with C = 0.5 (middle) and with C = 1 (right).


Figure 5 – Q increasing from left to right, C increasing from top to bottom, varying from 0 to 1
Applications
Figure 6 – our Fluorescent BSDF parametrized with existing optical brighteners: Quinine, Envy Green, Rhodamine and Texas Red
But in what way representing brightening agents can enhance the rendering of material? We have seen previously that these agents are present in many objects, from clothes to plastics, to increase the brightness. In Figure 7, we can see the differences between a tennis ball when there is no fluorescence and when the phenomenon is considered.Â
Conclusion
For now, our rendering engine handles a purely diffuse fluorescent surface. We are currently working on volumetric fluorescence to complete the fluorescence model within Oceanâ„¢.
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