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Radiometry, Surfaces and Rendering

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To investigate formally some methods for physically-based realistic rendering ... No luminescence. Anselmo Lastra, September 2000. 8. Polarization. Ignore it ... – PowerPoint PPT presentation

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Title: Radiometry, Surfaces and Rendering


1
Radiometry, Surfaces and Rendering
  • COMP238

2
Goal
  • To investigate formally some methods for
    physically-based realistic rendering
  • Why physically based?
  • What follows in course

3
Outline
  • Radiometric Concepts
  • Surface Properties
  • Light Transport

4
Radiometry
  • Science of measuring light
  • Analogous science called photometry is based on
    human perception.

5
Radiometric Quantities
  • Function of wavelength, time, position,
    direction, polarization.

6
Wavelength
  • Assume wavelengths independent
  • No phosphorescence

7
Time
  • Equilibrium
  • Light travels fast
  • No luminescence

8
Polarization
  • Ignore it
  • Would likely need wave optics to simulate

9
Result five dimensions
  • With little loss in usefulness
  • Two quantities
  • Position (3 components)
  • Direction (2 components)

10
Radiant Energy - Q
  • Think of photon as carrying quantum of energy
    (hc/? where c is speed of light and h is Plancks
    constant)
  • Total energy, Q, is then energy of the total
    number of photons.

11
Power - ?
  • Flow of energy (important for transport)
  • Also called radiant flux.
  • Energy per unit time (joules / s)
  • Units watts
  • ? dQ/dt

12
Radiant Flux Area Density
  • This is a measure we need for energy
    arriving/leaving a surface

dA
13
Radiant Flux Area Density
  • Units of watts per meter squared
  • Graphics doesnt use this term instead

14
Irradiance
  • Power per unit area incident on a surface.
  • E d ?/dA
  • Units watts / m2

15
Radiant Exitance
  • Radiant flux area density leaving surface
  • Also known as Radiosity
  • B d ?/dA
  • Same units as irradiance, just direction changes.

16
What about a point source?
17
Intensity
  • Flux per unit solid angle
  • Units watts per steradian
  • Note term intensity is heavily overloaded.

18
Solid Angle
  • Size of a patch, dA, is
  • Solid angle is

19
Isotropic Point Source
  • Even distribution over sphere

20
Irradiance on Differential Patch
  • This is the Square Law

x
?
xs
21
Projected Area
  • Ap A (N V) A cos ?

V
N
V
?
22
Radiance
  • Power per unit projected area per unit solid
    angle.
  • Units watts per steradian m2
  • We have now introduced projected area, a cosine
    term.

23
Why the Cosine Term?
  • Foreshortening is by cosine of angle.
  • Radiance gives energy by effective surface area.

d cos?
?
d
24
Irradiance from Radiance
  • cos? d? is projection of a differential area

25
Reciprocity
  • Radiance from dS to dR

26
  • Radiance from dS to dR (l is distance)

Projected area
Solid angle
27
Reciprocity
  • Which is radiance from dS to dR

28
Total flux leaving one side flux arriving other
side, so
29
therefore
30
so
  • Radiance doesnt change with distance!

31
Radiance at a sensor
  • Sensor of a fixed area sees more of a surface
    that is farther away.
  • However, the solid angle is inversely
    proportional to distance.
  • Response of a sensor is proportional to radiance.

32
Radiance as a unit of measure
  • Radiance doesnt change with distance
  • Therefore its the quantity we want to measure in
    a ray tracer.
  • Radiance proportional to what a sensor (camera,
    eye) measures.
  • Therefore its what we want to output.

33
Photometry and Radiometry
  • Photometry (begun 1700s by Bouguer) deals with
    how humans perceive light.
  • All measurements relative to perception of
    illumination
  • Units different from radiometric but conversion
    is scale factor -- weighted by spectral response
    of eye (over about 360 to 800 nm).

34
CIE curve
  • Response is integral over all wavelengths

Violet
Green
Red
CIE, 1924, many more curves available, see
http//cvision.ucsd.edu/lumindex.htm
35
Photometric Units
  • Talbot ? Joules
  • Lumens ? Watt
  • Nit, Lux, Candela

36
Radiometry
  • Energy
  • Power
  • Irradiance and Radiosity
  • Intensity
  • Radiance

37
Surface Properties
  • Reflected radiance is proportional to incoming
    flux and to irradiance (incident power per unit
    area).

38
Bidirectional Reflectance Distribution Function
(BRDF)
39
Dimensionality
  • Function of position, four angles (two incident,
    two reflected), as well as wavelength and
    polarization (both usually ignored).
  • Material is usually considered uniform, so
    position is ignored.
  • If isotropic, one angle goes away.
  • Result - 3 or 4 dimensional.

40
Properties
  • Reciprocity

41
Lambertian (diffuse) Surface
  • BRDF is a constant.
  • Independent of direction of incoming light.
  • Radiosity over irradiance is constant.

42
Mirror (ideally specular) Surface
  • Reflection on a plane perpendicular to surface.
  • Angle of reflectance angle of incidence.
  • BRDF cast as delta functions.

43
Glossy
  • Between lambertian and specular.

44
Complex BRDF
  • Combination of the three.



45
Representations
  • 4D function, so awkward to represent directly.
  • Most often represented as parametric equation
    (Phong, Cook-Torrance, etc.).
  • Sometimes with basis functions (such as spherical
    harmonics).

46
Rendering Equation
  • Not from Kajiya 86 (more like Radiosity
    equation).
  • Often approximated by splitting diffuse,
    specular, and glossy.

47
Transport
  • Now we have models of reflection.
  • How do we transfer energy?

48
Transport Approximations
  • Classical ray tracing
  • Direct lambertian
  • Global specular
  • Radiosity
  • Diffuse to diffuse global illumination
  • View independent.

49
Next
  • Formulation of Radiosity
  • Practical aspects for computing a solution

50
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.
  • Radiometry FAQ (PDF local, html remote)
  • Bastos dissertation, Chapter 3 in
    http//www.cs.unc.edu/bastos/PhD/2and3.pdf
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