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RADIOSITY

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But much of this reflected/emitted light will illuminate other surfaces. ... provides the opportunity for interactive 'walkthroughs' of environments. ... – PowerPoint PPT presentation

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Title: RADIOSITY


1
RADIOSITY
  • Submitted by
  • CASULA, BABUPRIYANK. N

2
Computer Graphics
Hardware Architecture
  • Computer
  • Graphics

Animation
Application
Image Synthesis
3
Image Synthesis
Image Synthesis
  • Modeling
  • 2d/3d

Viewing 2d/3d
  • Rendering
  • Radiosity
  • Illumination models
  • Visibility
  • Ray Tracing
  • Texture Mapping

4
Radiosity
  • Surfaces in a scene reflect emit light.
  • Some of this light reaches the viewer this makes
    the surface visible.
  • But much of this reflected/emitted light will
    illuminate other surfaces.
  • This light will then reflect of these other
    surfaces in fact, every surface in a scene will
    illuminate other surfaces in the scene.

5
Samples
6
Background needed
  • Light
  • Light Transport
  • Radiometry
  • Reflection Functions

7
Light
  • The visible light
  • can be polarized
  • Optics is the area
  • that studies about
  • these radiations

8
Optics
  • Optics
  • Geometric Physical Quantum
  • Shadows Optical Interference Photons
  • laws
  • To study radiosity Geometric Optics is needed

9
Light Transportation
  • Light travels in the form of particles(photons)
  • Total number of particles in a small differential
    volume dV is
  • P(x) p(x) dV
  • particle density
  • P(x) p(x) (v dt cos(?)) dA

10
Light Transportation contd..
  • Not all particles flow with the same speed and
    same direction.
  • The particle density is now a function of two
    independent variables x, ?.
  • Then we have
  • P(x, ?) p(x, ?) cos? d? dA
  • Here d? is called the differential solid angle.

11
Angles
  • 2D angle 3D/Solid Angle

12
Solid Angle
  • Definition The SA subtended by an object from a
    point P is the area of projection of the object
    onto the unit sphere centered at P.
  • Area (dA) (r d?) (r sin? d?) r2 sin? d? d?
  • The differential solid angle
  • d? dA cos? / r2 cos? sin? d? d?

13
Radiant Energy Q
  • Rendering systems consider the stuff that flows
    as radiant energy or radiant power(?)
  • The radiant energy per unit volume is the photon
    volume density times the energy of a single
    photon(hc/?).
  • L(x,?) ? p(x, ?, ?) (hc/?) d?
  • L is called radiance

14
Radiometry
  • Science of Measuring light
  • Analogous science called Photometry is based on
    human perception

15
Radiometry contd..
  • The radiometric quantities that characterize the
    distribution of light in the environment are
  • Radiant Energy
  • Radiance
  • Radiant Power
  • Irradiance
  • Radiosity
  • Radiant Intensity

16
Radiance
  • Radiance (L) is the flux that leaves a surface,
    per unit projected area of the surface, per unit
    solid angle of direction.

n
L
?
dA
17
Radiance
  • For computer graphics the basic particle is not
    the photon and the energy it carries but the ray
    and its associated radiance.

Radiance is constant along a ray.
18
Properties of Radiance
  • 1)Fundamental quantity
  • -all other quantities derived from it
  • 2) Invariant along a ray
  • - quantity used by ray tracers
  • 3) Sensor response is proportional to radiance
  • -eye/camera response depends on radiance

19
Radiant Power(?)
  • Flow of energy.
  • Power is the energy per unit time.
  • Also called as radiant flux.
  • ? dQ/dt.
  • The differential flux is the radiance in small
    beam with cross sectional area dA and solid angle
    d?
  • d? L(x, ?) cos? d? dA

20
Invariance of Radiance
  • dF L1 dw1 dA1 L2 dw2 dA2
  • dw1 dA2 /r2 and dw2 dA1 /r2
  • Throughput T dw1 dA1 dw2 dA2
  • dA1 dA2/ r2

21
Irradiance
  • Irradiance Radiant power per unit area
  • incident on a surface
  • E ? Li(x,w) cos q dw
  • ?

22
Radiosity
  • Official term Radiant Exitance
  • Radiosity Radiant power per unit area
  • exiting a surface
  • B ? Lo(x,w) cos q dw
  • ?

23
Radiant Intensity
  • Radiant Intensity Radiant power per solid angle
    of a point source
  • I(w) d(F )/d(w)
  • F ? I(w) d(w)
  • ?
  • For an isotropic point source I(w) F/4p

24
Irradiance due to a Point Light
  • Irradiance on a differential surface due to
  • an isotropic point light source is
  • E dF/ dA
  • I(w) d(w)
  • dA
  • F cos(q)
  • 4p x xs2

25
Reflection Functions
  • Reflection is defined as the the process by which
    the light incident on a surface leaves the
    surface from the same side.
  • The nomenclature and the general properties of
    reflection functions are discussed.

26
BRDF
  • Bidirectional Reflection Distribution Function
  • f(x, ?i , ?r) Lr(x,?r)/ dEi(x,?r)
  • In short this is the ratio of radiance in a
    reflected direction to the differential
    irradiance that created

27
Properties of the BRDF
  • 1)Reciprocity
  • f(x, ?i , ?r) f(x, ?r , ?i)
  • 2)Anisotropy
  • If the incident and the reflected light are
    fixed and the underlying surface is rotated about
    the surface normal, the percentage of light
    reflected may change.

28
Reflectance Equation
  • The BRDF allows us to calculate outgoing light,
    given incoming light
  • Lr(x,?r) f(x, ?i , ?r) dEi(x,?r)
  • f(x, ?i , ?r) Li(xi,w) cos q
    dwi
  • Integrating over the hemisphere gives the
  • reflectance equation
  • Lr(x,?r) ? f(x, ?i , ?r) Li(xi,w) cos q dwi
  • ?

29
Reflectance
  • Reflectance ratio of reflected flux to incident
    flux
  • r d?r/ d?o ? Lr(?r) cos q r dwr
  • ?r
  • ? Li(?i) cos q i dwi
  • ?i
  • Reflectance is always between 0 and 1
  • but depends on incident radiance distribution

30
Lambertian Diffuse Reflection
  • Reflection is equal in all directions
  • f r ,diffuse (x, ?i , ?r) is constant.
  • Lr(x,?r) ? f r ,diffuse(x, ?i , ?r) Li(xi,w)
    cos q dwi
  • ?
  • f r ,diffuse(x, ?i , ?r) ? Li(xi,w) cos q
    dwi
  • f r ,diffuse(x, ?i , ?r) E

31
Lambertian Diffuse Reflection
  • Reflected radiance is independent of direction
  • Therefore the radiosity is simply
  • B ? Lr,diffuse(x,w) cos q dw
  • ?
  • p Lr,diffuse
  • p f r ,diffuse(x, ?i , ?r) E

32
Lambertian Diffuse Reflection
  • r d?r/ d?o ? Lr(?r) cos q r dwr
  • ?r
  • ? Li(?i) cos q i dwi
  • ?i
  • Lr,diffuse ? cos qr dwr
  • ?r
    E
  • p f r ,diffuse

33
Global Illumination
  • Radiance is invariant along a ray
  • Li(x, ?i) Lr(x, ?r) V(x,x)
  • V(x,x) is the visibility from point x to x
  • Converting the directional integral
  • into a surface integral
  • dwi cos qo dA
  • x-x 2
  • The Projected solid angle is
  • cos qi dwi cosqi cosqo dA
  • x-x 2

34
Global Illumination
  • Geometry termG(x,x1) cosqi cosqo

  • x-x 2
  • cosqi dwi G(x,x1) dA
  • Rewriting the
  • reflectance equation
  • Lr(x,?)? f(x, -?, ?)L(xi,w) G(x,x)V(x,x)dA
  • s

35
Global Illumination
  • Reparameterizing gives
  • Lr(x,?)? f(x, -?, ?)L(xi,w) G(x,x)V(x,x)dA
  • s
  • Lr(x,x)? f(x ? x ? x)L(x ? x)
    G(x,x)V(x,x)dA
  • Lr(x,x)Lr(x,x) r(x )/p ? L (x ? x)
    G(x,x)V(x,x)dA
    s
  • s
  • The radiance sent from
  • x to x is simply the
  • amount of radiance sent
  • from all other visible points x
  • in the scene and then reflected to x

36
Rendering Equation
  • Adding in the radiance directly emitted from x
    to x yields the rendering equation
  • Lr(x,x)Lr(x,x)? f(x ? x ? x)L(x ? x)
    G(x,x)V(x,x)dA s
  • The radiance sent from x to x
  • is simply the amount of radiance
  • directly emitted from x to x plus
  • the radiance sent from all other
  • visible points x in the scene
  • and then reflected to x


37
Radiosity Equation
  • More importantly the outgoing radiance is same in
    all directions and in fact equals B/ p.
  • B(x) E(x) r(x ) ? B(x) G(x,x)V(x,x)dA

  • s p

38
Advantages
  • 1)Highly realistic quality of the resulting
    images by calculating the diffuse interreflection
    of light energy in an environment.
  • 2)Accurate simulation of energy transfer.
  • 3)The viewpoint independence of the basic
    radiosity algorithm provides the opportunity for
    interactive "walkthroughs" of environments.
  • 4)Soft shadows and diffuse interreflection.

39
Disadvantages
  • 1)Large computational and storage costs for form
    factors.
  • 2)Must preprocess polygonal environments.
  • 3)Non-diffuse components of light not
    represented.
  • 4)Will be very expensive if object(s) is moving
    in the scene.

40
References
  • Radiosity Papers are available here
    1)http//www.scs.leeds.ac.uk/cuddles/rover/radpap.
    htm
  • 2)SIGGRAPH 1993 Education Slide Set, by
    Stephen Spencer      http//www.education.siggrap
    h.org/materials/HyperGraph/radioity/overview_1.htm
  • Books
  • 1)Radiosity and Global Illumination
    Sillion and Puech
  • ISBN 1-55860-277-1
  • 2)Radiosity and Realistic Image Synthesis.
  • Cohen and Wallace .ISBN 0-12-178270-0
  • Software
  • 1)www.acurender.com
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