Title: Radiometry, Surfaces and Rendering
1Radiometry, Surfaces and Rendering
2Outline (only first part today)
- Radiometric Concepts
- BRDF and Reflectance
- Light Transport
- Radiosity
- Monte Carlo methods
3Radiometry
- Science of measuring light
- Analogous science called photometry is based on
human perception.
4Radiometric Quantities
- Function of wavelength, time, position,
direction, polarization. - Add polarization to Plenoptic function
- Well make simplifying assumptions
5Wavelength
- Assume wavelengths independent
- No phosphorescence
6Time
- Equilibrium
- Light travels fast
- No luminescence
7Polarization
- Ignore it
- Would likely need wave optics to simulate
8Result five dimensions
- With little loss in usefulness
- Two quantities
- Position (3 components)
- Direction (2 components)
9Radiant 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.
10Power - ?
- Flow of energy (important for transport)
- Also called radiant flux.
- Energy per unit time (joules / s)
- Units watts
- ? dQ/dt
11Radiant Flux Area Density (1)
- This is a measure we need for power
arriving/leaving a surface
dA
12Radiant Flux Area Density (2)
- Units of watts per meter squared
- Graphics doesnt use this term instead we use
two terms
13Irradiance
- Power per unit area incident on a surface.
- E d ?/dA
- Units watts / m2
14Radiant Exitance
- Radiant flux area density leaving surface
- Also known as Radiosity
- B d ?/dA
- Same units as irradiance, of course.
15What about a point source?
16Radiant Intensity
- Flux per unit solid angle
- Units watts per steradian
- Note term intensity is heavily overloaded.
17Solid Angle
- Size of a patch, dA, is
- Solid angle is
18Isotropic Point Source
- Even distribution over sphere
- Intensity is power over whole sphere
19Irradiance on Differential Patch
- Compute solid angle of surface element seen from
light - This is the Inverse Square Law
20Radiance
- Power per unit projected area per unit solid
angle. - Units watts per steradian m2
- We have now introduced projected area, a cosine
term.
21Projected Area
V
N
V
?
22Why the Cosine Term?
- Foreshortening is by cosine of angle.
- Radiance gives energy by effective surface area.
d cos?
?
d
23Irradiance from Radiance
- cos? d? is projection of a differential area
24Reciprocity
25- Radiance from dS to dR (l is distance)
Projected area
Solid angle
26Reciprocity
- Which is radiance from dS to dR
27Properties
- Whats Effect of Distance on Radiance?
- Lets look at thin pencil of light
- Whats radiance on a sensor?
28Total flux leaving one side flux arriving other
side, so
29therefore
30so
- Radiance doesnt change with distance!
31Radiance 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.
32Radiance as 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.
33Photometry 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).
34CIE curve
- Response is the integral over all wavelengths
Violet
Green
Red
CIE, 1924, many more curves available, see
http//cvision.ucsd.edu/lumindex.htm
35Photometric Units
- Talbot ? Joules
- Lumens ? Watt
- Nit, Lux, Candela
36Recap Radiometry
- Energy
- Power energy/time
- Irradiance and Radiosity
- Power/area
- Intensity
- Power/solid angle
- Radiance
- Power/(projected-area solid-angle)
37Surface Properties
- Reflected radiance is proportional to incoming
flux and to irradiance (incident power per unit
area).
38Bidirectional Reflection Distribution Function
(BRDF)
39Dimensionality
- Function of
- position,
- four angles (two incident, two reflected),
- wavelength and polarization (usually ignored).
- Material is often considered uniform, so position
is ignored. - If isotropic, one angle goes away.
- Result - 3 or 4 dimensional.
40Properties
41Lambertian (diffuse) Surface
- BRDF is a constant.
- Independent of direction of incoming light.
- Radiosity over irradiance is constant.
42Mirror (ideally specular) Surface
- Reflection on a plane perpendicular to surface.
- Angle of reflectance angle of incidence.
- BRDF cast as delta functions.
43Glossy
- Between lambertian and specular.
44Complex BRDF
- Combination of the three.
- An interesting BRDF is a retroreflector
- Whats range of values of BRDF?
45Representations
- 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, sum of cosines, etc.).
46Reflectance
- Ratio of reflected to incident flux
- Always 0 to 1 convenient
- Can be over part or all of incident and exitant
hemispheres
47Rendering Equation
- Not exactly like Kajiya 86 (more like Radiosity
equation). - Often approximated by splitting diffuse,
specular, and glossy.
48Transport
- Now we have models of reflection.
- How do we transfer energy?
- Approximations are used to make computation
feasible - Only certain paths accounted for
49Heckberts Notation
- For transport paths
- From Heckbert, SIGGRAPH 90
- L light
- E the eye
- S specular reflection
- D diffuse reflection
- Sometimes also G for glossy
- Example Path from light, to specular, to eye is
LSE
50Regular Expressions
- (k) -- one or more
- (k) -- zero or more
- (k)? -- zero or one
- (kk) either one
51Possible Paths
52Transport Approximations
- Classical ray tracing
- LD?SE
- Direct lambertian
- Global specular
- Radiosity
- LDE
- Diffuse to diffuse global illumination
- View independent
- Bi-directional ray tracing
- Can be L(SD)E
53Next
54Rendering Equation
- Recall
- We want to simplify enough to solve
55Radiosity Assumptions
- 1. Opaque surfaces
- 2. Vacuum
- 3. Purely diffuse surfaces
- Solve in object space
- Solution represented in object space
- View independent render as tris w/ vertex color
(or a radiosity texture)
56Other Surfaces
- Lets relate incoming radiance to other surfaces
- where
- and is 0 or 1.
X
X
57Radiance at x from x
- So now rendering equation is (w/o emitter)
- Next, lets make our integral over surfaces
instead of solid angles
58Solid Angle to Area
59Geometry Term
- For simplicity, define
- Therefore
60Diffuse Assumption
- All surfaces diffuse, so replace BRDF with a
constant - Also angles are now irrelevant, so
61Convert to Radiosities
62Radiosity Equation
- For convenience subsume the ? into G(). Also, add
the emissive term back to get - where
63Where are we?
- We have an expression relating radiosity at a
point to radiosity at ALL other points - But no method to solve for the values
64Next
- Practical aspects for computing a solution
- Later
- Monte Carlo methods
- Bi-directional ray tracing
65References
- 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
- http//www.optics.arizona.edu/Palmer/rpfaq/rpfaq.h
tm
66References
- Geometrical Considerations and Nomenclature for
Reflectance, F.E. Nicodemus, J.C. Richmond,
J.J. Hsia, I.W. Ginsberg, and T. Limperis, Nat.
Bureau Stand. (1977) - Link to PDF is
- http//physics.nist.gov/Divisions/Div844/facilitie
s/specphoto/pdf/geoConsid.pdf
67References
- Bastos dissertation, Chapter 3 in
http//www.cs.unc.edu/bastos/PhD/2and3.pdf - Heckbert, Adaptive radiosity textures for
bidirectional ray tracing - http//doi.acm.org/10.1145/97879.97895