Graphics2 01 Light
Graphics2 01 Light
specular diffuse
Incoming light
from direction Outgoing light into direction
Position
Rendering equation:
Outgoing light into direction is a sum of
incident light from all directions weighted
with material properties
Incoming light
from direction
Position
Color
Material
Rendering equation
Irradiance – Incident flux per area Radiosity – Outgoing flux per area
Area is discretized
into surface patches
with constant
irradiance per patch.
University of Freiburg – Computer Science Department – 14
Towards Directional Quantities watch video again for this slide
irradiance or radiosity does not encode any information aboubt the direction of flux or photon.
is an approximation
If an infinitesimally small area at position
converges to zero, then the solid angle also
converges to zero and the relation
is correct in the limit
with , if is visible
from and , if
is not visible from
solid angle
Photons per time that
hit an area from directions
within a solid angle
Flux per projected area
per solid angle
How much flux travels
through the grey area
Independent from sensor orientation
University of Freiburg – Computer Science Department – 21
Radiance
If the area around a position converges to zero
and the solid angle around direction converges to
zero, then the flux that hits (passes, is reflected
from) from (into) solid angle converges to
zero and is the radiance at position
from (into) direction
L(x, ) characterizes the flux that travels
through position x in direction .
Flux density
Incident / incoming flux density: Irradiance
Exitant / outgoing flux density: Radiosity
Flux per projected area (orthogonal to flux direction)
per solid angle flux per projected area is radiance
Radiance
Incident, outgoing radiance: Radiance
da1 and da2 are of different sizes and hence the irradiance would differ.
Irradiance at :
Irradiance at :
i denotes
an arbitrary
orientation. Irradiance describes the effect of
Lambert’s Cosine Law the flux within the grey area onto
a surface. I.e., the orientation of
Irradiance on a surface is proportional the surface with respect to the
flux direction matters.
to the cosine of the angle between
surface normal and flux direction
University of Freiburg – Computer Science Department – 26
Lambert's Cosine Law
Angle between surface normal and light source
direction influences the surface brightness
The same light source illuminates
a surface at different angles.
The same flux and the same radiance
is transported along the rays.
in both the cases the radiance might be same but the irradiance is different.
Radiosity at :
Irradiance at :
Radiance at :
Radiance at :
Conservation of radiance.
Radiance describes flux
transported along a ray.
University of Freiburg – Computer Science Department – 29
Discussion – Inverse Square Law
Irradiance at an illuminated surface decreases
quadratically with the distance from a light source
Surfaces appear darker with growing distance from light sources
Flux generated at A, arriving
at A1 and A2:
Areas
radiance./projected area./solid angle
we can see from figure that the area increases quadratically from a to a1 and a2
area increases quadratically , irradiance decreases quadratically with distance from light source.
Radiance
Is measured by sensors
Is computed in computer- Idealized graphics model
of an imaging sensor
generated images
[Akenine-Möller et al.]
University of Freiburg – Computer Science Department – 31
Discussion – Sensors Measure Radiance
object in a photo captured by a camera by observer. if the observer changes the location then the ,brightness remains same.
[Pharr, Humphreys]
Spectrum
for computation we
vector value
[Wikipedia:
CIE 1931
color space]
Spectrum of is converted to
given the color-matching functions
r,g,b of lamda are primary colors and might vary based on the display.
[Pharr, Humphreys]
xy chromaticity diagram
Three display / primary colors
Diagram indicates an example
Can only reproduce colors
within the spanned triangle
(gamut)
Colors outside the gamut [Akenine-Möller
et al.]
Magenta (1,0,1)
White (1,1,1)
Black (0,0,0)
Green (0,1,0)