The original 3-D Mondrian images were made by using the physically based renderer
Mitsuba (Jakob,
2010). In a 3-D space, a camera was set 1.5 m from a plain gray surface 3 × 3 m in size, and 750 small cubes were randomly placed in front of it. The width, height, and depth of each cube were randomly selected in a range from 0.01 to 0.1 m. The bidirectional reflectance distribution function (BRDF) of each cube was Lambertian, and its reflectance was defined in the spectral domain. The mean reflectance of each cube was randomly modulated. However, to control the hue entropy of the output image, we used three entropy conditions—small, intermediate, and large entropy—for the peak in the reflectance spectra of the cube (
Figure 11a, upper). For all the conditions, the reflectance spectra R
(λ) of each cube were defined as follows:
where the
λ is the wavelength of the light, which ranged from 380 to 780 nm,
λp is a peak in reflectance spectra, and
σ is the standard deviation, which was set to 20 nm. The
a2 is a contrast factor, and it was set to 0.3. The
a1 is pedestal reflectance, and it was randomly selected from 0.3 to 0.5. For the small entropy condition, the peak in reflectance spectra
λp of each cube was always 700 nm. For the middle entropy condition, a peak in reflectance spectra
λp of each cube was randomly selected from 546 or 700 nm. For the large entropy condition, the peak was randomly selected from 400 to 700 nm. The scenes were rendered by using the photon-mapping algorithm (Jensen,
2001). We used as the environment emitter an environment map downloaded from Bernhard Vogl's website (“At the Window (Wells, UK)”,
http://dativ.at/lightprobes/), with the color converted to grayscale. The hue global entropy of the output image (
Equation 13) in the small, intermediate, or large entropy condition was 2.8, 4.8, or 6.6, respectively. The transformed images were made (
Figure 11a, lower) by applying the WET operator to the original images. Each luminance signal of the original image, which had been normalized in the range from 0 to 1, was transformed by using
Equation 3. Each saturation signal of the image was defined as in
Equation 1 and multiplied by a factor of three.