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.
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.
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Illuminance-to-SNR Conversion
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
- \(N_{\text{ph}}\): Incident photons
Optical throughput and quantum efficiency turn photons into collected electrons.
- \(\sigma\): Total RMS noise
The simulator separates shot, dark, and read-noise contributions.
- \(S\): 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.