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Pixel SNR vs Illuminance

Plot signal-to-noise ratio as a function of photon count (illuminance). Visualize noise breakdown by source and compare actual sensor performance against the ideal shot-noise limit.

SNR vs Illuminance

Analyze SNR across signal levels with noise breakdown. Compare different pixel configurations and identify noise-limited regions.

SNRmax
40.0 dB
Unity SNR
6 photons
20dB Threshold
156 photons
Saturation
14286 photons
1101001k10k100k-100102030400 dB20 dBPhotons / pixel / frameSNR (dB)

Model scope

Use this browser tool for intuition, relative trends, and design-space exploration. Its local simplified model is not a substitute for RCWA/FDTD sign-off, silicon calibration, or vendor process data.

Physics Notes

Illuminance-to-SNR Conversion

Plain-English Intuition

How does scene brightness (measured in lux) turn into image quality? This tool walks the whole chain: lux becomes photons per second per pixel, photons become electrons through QE, and electrons then compete with shot, dark, and read noise. The output curve shows where you are read-noise-limited (low light) versus shot-noise-limited (well-lit).

This tool shows how scene illuminance becomes photons, photoelectrons, and finally SNR after adding sensor noise sources.

Assumptions

  • Lux-to-photon conversion requires an assumed spectrum and optical throughput; lux is not a unique photon count.
  • Signal is computed from photon count, pixel area, exposure time, and QE, then combined with shot, dark, and read noise.
  • The model reports scalar SNR and omits denoise, tone mapping, demosaic, scene contrast, and color noise.

Outputs

  • SNR versus illuminance, photon/electron counts, noise-regime transitions, and read-noise or shot-noise dominance.
  • A low-light design view showing how QE, pixel pitch, exposure, F-number, read noise, and dark current move the curve.

Validation Example

  • At high illuminance before saturation, SNR should approach the shot-noise trend $\sqrt{S}$.
  • At low illuminance, lowering read noise should improve SNR more strongly than increasing full well.

Core Equations

Electron signal
$$S = N_{\text{ph}} \cdot QE$$
  • \(N_{\text{ph}}\): Incident photons

Optical throughput and quantum efficiency turn photons into collected electrons.

Total noise
$$\sigma = \sqrt{S + D \cdot t + \sigma_{\text{read}}^2}$$
  • \(\sigma\): Total RMS noise

The simulator separates shot, dark, and read-noise contributions.

Ideal limit
$$\text{SNR}_{\text{ideal}} = \sqrt{S}$$
  • \(S\): Signal charge

This is the best possible photon shot-noise limit for a given signal.

Model Interpretation

  • Low-light SNR is usually read-noise and photon-starvation limited.
  • Large pixels collect more photons at the same illuminance and exposure.
  • Illuminance-to-photon conversion depends on spectrum, lens f-number, and calibration assumptions.

Lux To Electrons

  • Illuminance is photopic and human-eye weighted, so converting lux to photons requires an assumed spectrum.
  • Lens f-number and transmittance set how much scene radiance reaches the pixel.
  • Pixel area, exposure time, and QE convert the arriving photon flux into signal electrons.

Reading The Curve

  • At the dim end, the curve is flat because read noise dominates.
  • In the middle, SNR rises roughly with $\sqrt{S}$ as photon shot noise dominates.
  • At high illuminance, full well and PRNU can limit further SNR improvement.

Known Missing Physics

  • The conversion from lux to photons is spectrum dependent and not unique.
  • The model does not include lens flare, scene contrast, demosaic, denoise, or tone mapping.
  • Real low-light quality depends on color noise, fixed-pattern noise, and temporal processing as well as scalar SNR.