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Radiometry, Surfaces and Rendering

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E = d /dA. Units watts / m2. 14. The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL. Radiant Exitance ... E the eye. S specular reflection. D diffuse ... – PowerPoint PPT presentation

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Title: Radiometry, Surfaces and Rendering


1
Radiometry, Surfaces and Rendering
  • Anselmo Lastra
  • COMP238

2
Outline (only first part today)
  • Radiometric Concepts
  • BRDF and Reflectance
  • Light Transport
  • Radiosity
  • Monte Carlo methods

3
Radiometry
  • Science of measuring light
  • Analogous science called photometry is based on
    human perception.

4
Radiometric Quantities
  • Function of wavelength, time, position,
    direction, polarization.
  • Add polarization to Plenoptic function
  • Well make simplifying assumptions

5
Wavelength
  • Assume wavelengths independent
  • No phosphorescence

6
Time
  • Equilibrium
  • Light travels fast
  • No luminescence

7
Polarization
  • Ignore it
  • Would likely need wave optics to simulate

8
Result five dimensions
  • With little loss in usefulness
  • Two quantities
  • Position (3 components)
  • Direction (2 components)

9
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.

10
Power - ?
  • Flow of energy (important for transport)
  • Also called radiant flux.
  • Energy per unit time (joules / s)
  • Units watts
  • ? dQ/dt

11
Radiant Flux Area Density (1)
  • This is a measure we need for power
    arriving/leaving a surface

dA
12
Radiant Flux Area Density (2)
  • Units of watts per meter squared
  • Graphics doesnt use this term instead we use
    two terms

13
Irradiance
  • Power per unit area incident on a surface.
  • E d ?/dA
  • Units watts / m2

14
Radiant Exitance
  • Radiant flux area density leaving surface
  • Also known as Radiosity
  • B d ?/dA
  • Same units as irradiance, of course.

15
What about a point source?
  • Not a lot of area

16
Radiant Intensity
  • Flux per unit solid angle
  • Units watts per steradian
  • Note term intensity is heavily overloaded.

17
Solid Angle
  • Size of a patch, dA, is
  • Solid angle is

18
Isotropic Point Source
  • Even distribution over sphere
  • Intensity is power over whole sphere

19
Irradiance on Differential Patch
  • Compute solid angle of surface element seen from
    light
  • This is the Inverse Square Law

20
Radiance
  • Power per unit projected area per unit solid
    angle.
  • Units watts per steradian m2
  • We have now introduced projected area, a cosine
    term.

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

V
N
V
?
22
Why the Cosine Term?
  • Foreshortening is by cosine of angle.
  • Radiance gives energy by effective surface area.

d cos?
?
d
23
Irradiance from Radiance
  • cos? d? is projection of a differential area

24
Reciprocity
  • Radiance from dS to dR

25
  • Radiance from dS to dR (l is distance)

Projected area
Solid angle
26
Reciprocity
  • Which is radiance from dS to dR

27
Properties
  • Whats Effect of Distance on Radiance?
  • Lets look at thin pencil of light
  • Whats radiance on a sensor?

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 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 the 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
Recap Radiometry
  • Energy
  • Power energy/time
  • Irradiance and Radiosity
  • Power/area
  • Intensity
  • Power/solid angle
  • Radiance
  • Power/(projected-area solid-angle)

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

38
Bidirectional Reflection Distribution Function
(BRDF)
39
Dimensionality
  • 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.

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.
  • An interesting BRDF is a retroreflector
  • Whats range of values of BRDF?

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, sum of cosines, etc.).

46
Reflectance
  • Ratio of reflected to incident flux
  • Always 0 to 1 convenient
  • Can be over part or all of incident and exitant
    hemispheres

47
Rendering Equation
  • Not exactly like Kajiya 86 (more like Radiosity
    equation).
  • Often approximated by splitting diffuse,
    specular, and glossy.

48
Transport
  • Now we have models of reflection.
  • How do we transfer energy?
  • Approximations are used to make computation
    feasible
  • Only certain paths accounted for

49
Heckberts 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

50
Regular Expressions
  • (k) -- one or more
  • (k) -- zero or more
  • (k)? -- zero or one
  • (kk) either one

51
Possible Paths
  • From Heckbert 90

52
Transport 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

53
Next
  • Formulation of Radiosity

54
Rendering Equation
  • Recall
  • We want to simplify enough to solve

55
Radiosity 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)

56
Other Surfaces
  • Lets relate incoming radiance to other surfaces
  • where
  • and is 0 or 1.

X
X
57
Radiance at x from x
  • So now rendering equation is (w/o emitter)
  • Next, lets make our integral over surfaces
    instead of solid angles

58
Solid Angle to Area
  • Recall that
  • so

59
Geometry Term
  • For simplicity, define
  • Therefore

60
Diffuse Assumption
  • All surfaces diffuse, so replace BRDF with a
    constant
  • Also angles are now irrelevant, so

61
Convert to Radiosities
  • so L B / ?, and

62
Radiosity Equation
  • For convenience subsume the ? into G(). Also, add
    the emissive term back to get
  • where

63
Where 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

64
Next
  • Practical aspects for computing a solution
  • Later
  • Monte Carlo methods
  • Bi-directional ray tracing

65
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
  • http//www.optics.arizona.edu/Palmer/rpfaq/rpfaq.h
    tm

66
References
  • 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

67
References
  • 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
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