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CPSC 441 Computer Graphics: Radiosity

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Title: CPSC 441 Computer Graphics: Radiosity


1
CPSC 441 Computer Graphics Radiosity
  • Jinxiang Chai

2
Rendering Illumination Computing
  • Direct (local) illumination
  • Light directly from light sources
  • No shadows

3
Local Illumination
Ir kaIa Ii (kd (n.l) ks(h.n)m )
ambient
diffuse
specular
4
Local Illumination
Ir kaIa Ii (kd (n.l) ks(h.n)m )
ambient
diffuse
specular
5
Local Illumination
Ir kaIa Ii (kd (n.l) ks(h.n)m )
ambient
diffuse
specular
if there are multiple lights there is a sum of
the specular and diffuse components for each
light
6
Direct and Indirect Light
7
Rendering Illumination Computing
  • Direct (local) illumination
  • Light directly from light sources
  • No shadows
  • Indirect (global) illumination
  • Transparent, reflective surfaces, and hard
    shadows (Ray tracing)
  • Diffuse interreflections, color bleeding, and
    soft shadow (radiosity)

8
Radiosity
9
Radiometry
  • The goal of a global illumination algorithm is to
    compute a steady-state distribution of light in a
    scene
  • To compute this distribution, we need an
    understanding of the physical quantities that
    represent light energy
  • Radiometry is the basic terminology used to
    describe light

10
Photons
  • The basic quantity in lighting is the photon
  • The energy of a photon with frequency f is
  • - ? wavelength
  • - c the speed of light
  • In vacuum, c 299.792.458m/s
  • - h 6.6310-34Js is Plancks constant

11
(Spectral) Radiant Energy
  • The spectral radiant energy, Q?, in n? photons
    with wavelength ? is
  • How to compute the radiant energy, Q, for actual
    light?

12
Spectral Energy Distribution
  • Actual light radiations contain a rage of
    frequencies

13
Light Radiant-energy
  • The total energy of light radiation is the sum
    over all photons of all frequencies or
    wavelengths.

14
Radiant Flux
  • Definition The radiant flux is the amount of
    radiant energy transmitted per unit of time
    (measured in watts)
  • Also known radiant power

15
Radiant Exitance
  • Definition The radiant (luminous) exitance is
    the
  • energy per unit area leaving a surface.
  • In computer graphics, this quantity is often
  • referred to as the radiosity (B)

16
Radiant Intensity
  • Definition Radiant intensity is the radiant flux
    radiated from a point on a light source into a
    unit solid angle in a particular direction. And
    it is measured in watt per steradian.

17
Angles and Solid Angles
l
  • Angle
  • Solid angle

?
Þ circle has 2p radians
Þ sphere has 4p steradians
18
Radiosity
  • The radiosity model computes radiant-energy
    interactions between all the surfaces in a scene

19
Radiosity Key Idea 1
20
Diffuse Surface
21
Radiosity Key Idea 2
22
Constant Surface Approximation
23
Radiosity Equation
24
Radiosity Equation
25
Radiosity Algorithm
26
Energy Conservation Equation
27
Energy Conservation Equation
The total rate of radiant energy leaving surface
i per unit square
28
Energy Conservation Equation
The rate of energy emitted from surface i per
unit area - zero if surface i is not a light
source
29
Energy Conservation Equation
Reflectivity factor
Percent of incident light that is reflected in
all directions
30
Energy Conservation Equation
Form factor
Fractional amount of radiant energy from surface
j that reaches surface i
31
Compute Form Factors
The form factor specifies the fraction of the
energy leaving one patch and arrives at the
other. In other words, it is an expression of
radiant exchange between two surface patchesl
32
Compute Form Factors
Radiant energy reaching Ay from Ax
Radiant energy leaving Ax in all directions
The form factor specifies the fraction of the
energy leaving one patch and arrives at the
other. In other words, it is an expression of
radiant exchange between two surface patchesl
33
Form Factor Reciprocity
34
Radiosity Equation
  • Radiosity for each polygon
  • Linear system
  • - radiosity of patch I (unknown)
  • - emission of patch I (known)
  • - reflectivity of patch I (known)
  • - form-factor (known)

35
Linear System
X
B
A
36
Radiosity Algorithm
37
Form Factors
38
Form Factor How to compute?
  • Closed Form
  • - anlytical
  • Hemicube

39
Form Factor Analytical
40
Form Factor How to compute?
  • Closed Form
  • - anlytical
  • Hemicube

41
Form Factor Nusselt Analog
42
Form Factor Nusselt Analog
43
Form Factor HemiCube
44
Delta Form Factor Top Face
Top of hemicube
45
Delta Form Factors Side Faces
Side of hemicube
46
The Hemicube in Action
47
Form Factors HemiCube
48
Form Factors
49
Radiosity Algorithm
50
How to Solve Linear System?
  • Matrix conversion
  • Iterative approaches
  • - Jacobian (gathering)
  • - Gauss-Seidel (gathering)
  • - progressive refinement (shooting)

51
Matrix Conversion
- Computational cost O(N3) - Very slow for a
large set of polygons
52
Iterative Approaches
53
Jacobian Iterations
  • For all patches i, i1,,N,
  • While not converged
  • for all patches i1,,N

54
Jacobian Iterations
  • For all patches i, i1,,N,
  • While not converged
  • for all patches i1,,N

Update of one patch requires evaluation of N Form
Factors Whats the computational cost?
55
Successive Approximation
56
Rendering
  • - The final Fi's can be used in place of
    intensities in a standard renderer (Gouraud)
  • - Radiosities are constant over the extent of a
    patch
  • - A standard renderer requires vertex intensities
    (or radiosities)
  • - If the radiosities of surrounding patches are
    know, vertex radiosities can be estimated using
    bilinear interpolation

57
Vertex Intensity Bilinear Interpolation
58
Consolation Room
59
Theatre
60
Steel Mills
61
Radiosity Benefit
  • Global illumination method modeling diffuse
    inter-reflection
  • Color bleeding a red wall next to a white one
    casts a reddish glow on the white wall near the
    corner
  • Soft shadows an area light source casts a
    soft shadow from a polygon
  • No ambient term hack, so when you want to look at
    your object in low light, you dont have to
    adjust parameters of the objects just the
    intensities of the lights!
  • View independent it assigns a brightness to
    every surface

62
Radiosity Limitation
  • Radiation is uniform in all directions
  • Radiosity is piecewise constant
  • usual renderings make this assumption, but
    then interpolate cheaply to fake a nice-looking
    answer
  • this introduces quantifiable errors
  • No surface is transparent or translucent
  • Reflectivity is independent of directions to
    source and destination
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