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Radiosity Part I Radiometry, Surfaces, and Rendering: Alex Telea

1) The document discusses radiometry, which is the science of measuring light. It introduces several key radiometric quantities like irradiance, radiosity, intensity, and radiance that describe the transfer of light. 2) Radiance is identified as an important quantity because it does not change with distance, representing the power per unit projected area per unit solid angle. This makes it suitable for use in ray tracing and rendering algorithms. 3) Reciprocity is discussed, which is the principle that the radiance between two surfaces is the same in both directions. This important property allows radiometric quantities to be related through simple mathematical transformations.

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0% found this document useful (0 votes)
52 views60 pages

Radiosity Part I Radiometry, Surfaces, and Rendering: Alex Telea

1) The document discusses radiometry, which is the science of measuring light. It introduces several key radiometric quantities like irradiance, radiosity, intensity, and radiance that describe the transfer of light. 2) Radiance is identified as an important quantity because it does not change with distance, representing the power per unit projected area per unit solid angle. This makes it suitable for use in ray tracing and rendering algorithms. 3) Reciprocity is discussed, which is the principle that the radiance between two surfaces is the same in both directions. This important property allows radiometric quantities to be related through simple mathematical transformations.

Uploaded by

Jay Hsia
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 60

Radiosity Part I

Radiometry, Surfaces, and


Rendering
Alex Telea

1
Goal
• Investigate formally some methods for
physically-based realistic rendering
• Present a practical method for producing
highly realistic (and also physically correct)
images (renderings) of 3D worlds

• Tease people with lots of math stuff 

2
First, let’s see some
EXAMPLES

3
Realistic rendering: ‘Color bleeding’

4
Example 1 of progressive rendering

5
Example 2 of progressive rendering

6
Example 3 of progressive rendering

7
Example of mesh refinement
solution (rendering)

refined mesh 8
Example 2 of mesh refinement
whole scene
mesh detail

9
Combining rendering and textures

10
Real photograph…

11
…and the rendered scene

12
Rendering of a complex scene…

13
…and discrete meshing used for it

14
Complex scene (50000..100000 polygons)

15
Rendering with volumetric effects

16
Is this rendered of real?

17
Outline
• Physically Based Rendering
• Mathematics of Radiosity
• Form Factors
• Solving the Matrix
• Meshing and Display

18
Radiometry
• Science of measuring light

• Analogous science called photometry is


based on human perception.

19
Radiometric Quantities
• Functions of wavelength, time, position,
direction, polarization.

g ( , t , r ,  ,  )

20
Wavelength
• Assume wavelengths independent
– No phosphorescence
– R, G, B components behave identically

g (t , r,  ,  )

21
Time
• Equilibrium states considered only
– Light travels fast…
– No luminescence


g (r,  ,  )

22
Polarization
• Ignore it
– Would likely need wave optics to simulate


g (r,  )

23
Result – five dimensions
• With little loss in usefulness
• Two quantities

r Position (3 components)
Direction (2 components)

g (r,  )
24
Radiant Energy - Q
• Fundamental quantity we start with
• Think of photon as carrying quantum of
energy (hc/ where c is speed of light and h
is Planck’s constant)
• Total energy, Q, is then energy of the total
number of photons.

25
Power - 
• Flow of energy (important for transport)
• Also called radiant flux.
• Energy per unit time (joules / s)
• Unit: Watt
  = dQ/dt

26
Radiant Flux Area Density
• We render stuff on surfaces, so we need
a measure for the energy arriving/leaving a
surface
leaving
d arriving
u
dA
dA
27
Irradiance
• Power per unit area incident on a surface.

E = d /dA
arriving
• Unit: Watt / m2

dA
28
Radiant Exitance
• Power per unit area leaving surface
• Also known as radiosity

B = d /dA leaving

• Same units as irradiance


• just direction changes.
dA
29
What about a point light source?

Important for infinitesimal calculus !


point source area source(s)

30
Intensity
• Power per unit solid angle

d
I 
d
• Units – watts per steradian
• “Intensity” is heavily overloaded
• What is a solid angle?
31
Solid Angle
• Size of a patch, dA, is
dA  (r sin  d )(r d )
• Solid angle is
 dA
d  2
r
• Measured in
sterradians (sr)
32
Isotropic Point Source

d 
I 
d 4

• Irradiates equally in all directions


• Even distribution of power over sphere

33
Irradiance on Differential Area
• What is the irradiance of a differential area,
illuminated by a point source at xs, seen from a point
p?
accounts for
projected area
area point x
d  cos
EI  view
dA 4 x  x s 2

point p

light
• This is the “square law”
source xs

34
Projected Area
• Ap = A (N • V) = A cos 

V N
V

35
Radiance
• Power per unit projected area per unit solid
angle. d 
2
L 
dAp d
• Units – watts per steradian m2
• We have now introduced projected area, a
cosine term. d 2
L 
dA cos d
36
Why the Cosine Term?
• Foreshortening is by cosine of angle.
• Radiance gives energy by effective surface
area, as seen from the view direction

A cos

A 37
Irradiance from Radiance

E   Lcos d

• just look at definitions of E and L…


• cos d is projection of a differential area

38
Reciprocity

• Radiance from dS to dR
d 
2
L  
dS d r
39
• Radiance from dS to dR (l is distance)

d  2
L  
dS d r
d 2
Projected area L 
(dS cos  s )d r
d 2
Solid angle L
(dS cos s )(dR cos  r / l )
2

d 2
L
(dS cos  s / l 2 )(dR cos r )

d 2
L  
dR d S
40
Reciprocity

So we got:
d  2
d  2
L   , L  
dS d r dR d S
i.e. radiance from dS to dR = radiance from dR to dS
41
Another way of seeing this:


d1
dA1

d 2
dA2

Total flux leaving one side = flux arriving other side, so


 
L1d1dA1  L2 d 2 dA2
42

d1
dA1

d 2
dA2

 
d1  dA2 / r 2 and d 2  dA1 / r 2

therefore

L1 (dA2 / r 2 ) dA1  L2 (dA1 / r 2 ) dA2

43

d1
dA1

d 2
dA2

L1 (dA2 / r 2 ) dA1  L2 (dA1 / r 2 ) dA2


so
L1  L2

Radiance doesn’t change with distance!


44
Radiance as a unit of measure
• Radiance doesn’t change with distance
– Therefore it’s the quantity we want to measure
in a ray tracer.
• Radiance proportional to what a sensor
(camera, eye) measures.
– Therefore it’s what we want to output.

45
Radiometry Summary
• Energy photons…
• Power energy / time
• Irradiance and Radiosity power / area
• Intensity power / angle

• Radiance power / area*angle

46
Radiometry describes light in itself

What about interaction of light


with objects?

47
Light-Surface Interaction
• Reflected radiance is proportional to
incoming flux and to irradiance (incident
power per unit area).

 
dLr ( r )  dE ( i )

48
Bidirectional Reflectance
Distribution Function (BRDF)

relates incoming and


outcoming radiances
at reflection


  Lr ( r )
f r (i   r )  
Li (i ) cos i di
49
BRDF Dimensionality
• Function of position, four angles (two
incident, two reflected),
• Material is usually considered uniform, so
position is ignored.
• If isotropic, one angle goes away.
• Result: 3 or 4 dimensional.

50
BRDF Properties
• Reciprocity (of incoming and outcoming
directions)
• Natural condition: material is ‘symmetric’
   
f r ( i   o )  f r ( o   i )

51
Lambertian (diffuse) Surfaces
diffuse BRDF

• BRDF is a constant. Lr ( r )  k E
• Independent of direction of incoming light.
• Radiosity over irradiance is constant.

52
Mirror (ideally specular)
Surfaces
• Reflection takes place in a plane
perpendicular to surface.
• Angle of reflectance = angle of incidence.
• BRDF modelled by delta functions.

53
Glossy (shiny) Surfaces
• Between lambertian and specular.

54
Complex BRDFs
• Combinations of the three

+ +

diffuse mirror glossy

55
The Rendering Equation
emitted
 
Lo (x,  o )  Le (x,  o ) 
reflected
outgoing    
 f r (x,  o ,  i ) Li (x,  i ) cos i d i

• “Essence” of physically-based rendering


• Basically is an energy balance equation
• Often approximated by splitting diffuse,
specular, and glossy (shiny) components
56
Transport of Energy
• Now we have a model of the light-surface
interaction (the ‘rendering equation’)
• How do we transfer energy from light
sources to all surfaces in a 3D scene?

57
Transport Approximations
• Classical ray tracing
– Direct lambertian
– Global specular
– View dependent
• Radiosity
– Global illumination between diffuse surfaces
– View independent

58
Next
• Formulation of the radiosity method
• Practical aspects for computing a solution
(i.e. ‘render’ a 3D scene)

59
References
• Chapter 2 (by Hanrahan) in Cohen and
Wallace, Radiosity and Realistic Image
Synthesis.
• Glassner, Principles of Digital Image
Synthesis, pp. 648 – 659 and Chapter 13.

60

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