The Radiance Equation Mel Slater. Outline Introduction Light Simplifying Assumptions Radiance Reflectance The Radiance Equation Traditional Rendering.

Slides:



Advertisements
Similar presentations
The Radiance Equation.
Advertisements

Technische Universität München Fakultät für Informatik Computer Graphics SS 2014 Lighting Rüdiger Westermann Lehrstuhl für Computer Graphik und Visualisierung.
Computer Vision Radiometry. Bahadir K. Gunturk2 Radiometry Radiometry is the part of image formation concerned with the relation among the amounts of.
Computer graphics & visualization Global Illumination Effects.
Capturing light Source: A. Efros. Image formation How bright is the image of a scene point?
Computer Graphics (Fall 2008) COMS 4160, Lecture 18: Illumination and Shading 1
Advanced Computer Graphics
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry Many slides courtesy Pat Hanrahan.
RADIOSITY Submitted by CASULA, BABUPRIYANK. N. Computer Graphics Computer Graphics Application Image Synthesis Animation Hardware & Architecture.
Radiometry. Outline What is Radiometry? Quantities Radiant energy, flux density Irradiance, Radiance Spherical coordinates, foreshortening Modeling surface.
Physically Based Illumination Models
Modeling the Interaction of Light Between Diffuse Surfaces Cindy M. Goral, Keenth E. Torrance, Donald P. Greenberg and Bennett Battaile Presented by: Chris.
Illumination Models Radiosity Chapter 14 Section 14.7 Some of the material in these slides may have been adapted from University of Virginia, MIT, Colby.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 8: Illumination and Reflection Many slides courtesy.
Ray Tracing & Radiosity Dr. Amy H. Zhang. Outline  Ray tracing  Radiosity.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
CSCE 641: Photon Mapping Jinxiang Chai. Outline Rendering equation Photon mapping.
Photon Tracing with Arbitrary Materials Patrick Yau.
Representations of Visual Appearance COMS 6160 [Fall 2006], Lecture 2 Ravi Ramamoorthi
Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2
3-D Computer Vision CSc83029 / Ioannis Stamos 3-D Computer Vision CSc Radiometry and Reflectance.
Appearance Models for Graphics COMS , Lecture 2 BRDFs and Radiometry Many slides courtesy Pat Hanrahan:
Computer Graphics (Spring 2008) COMS 4160, Lecture 15: Illumination and Shading
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 10: Global Illumination Ravi Ramamoorthi Some images courtesy.
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2
Introduction to Computer Vision CS / ECE 181B Tues, May 18, 2004 Ack: Matthew Turk (slides)
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
1 Dr. Scott Schaefer Radiosity. 2/38 Radiosity 3/38 Radiosity Physically based model for light interaction View independent lighting Accounts for indirect.
Illumination and Direct Reflection Kurt Akeley CS248 Lecture 12 1 November 2007
Lecture 12 Monte Carlo Simulations Useful web sites:
EECS 274 Computer Vision Light and Shading. Radiometry – measuring light Relationship between light source, surface geometry, surface properties, and.
MIT EECS 6.837, Durand and Cutler Local Illumination.
-Global Illumination Techniques
02/16/05© 2005 University of Wisconsin Last Time Re-using paths –Irradiance Caching –Photon Mapping.
Global Illumination Models THE WHITTED IMAGE - BASIC RECURSIVE RAY TRACING Copyright © 1997 A. Watt and L. Cooper.
Bi-Directional Reflectance Distribution Functions (BRDF’s) Matthew McCrory.
Radiation Fundamental Concepts EGR 4345 Heat Transfer.
Towards a Taxonomy of Global Illumination Algorithms Philip Dutré Program of Computer Graphics Cornell University.
Graphics Lecture 13: Slide 1 Interactive Computer Graphics Lecture 13: Radiosity - Principles.
111/17/ :21 Graphics II Global Rendering and Radiosity Session 9.
Radisoity Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New.
04/30/02(c) 2002 University of Wisconsin Last Time Subdivision techniques for modeling We are now all done with modeling, the standard hardware pipeline.
Global Illumination: Radiosity, Photon Mapping & Path Tracing Rama Hoetzlein, 2009 Lecture Notes Cornell University.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
CSCE 641 Computer Graphics: Reflection Models Jinxiang Chai.
Reflection of Light How do objects interact with incoming light?
Radiosity 1. 2 Introduction Ray tracing best with many highly specular surfaces ­Not real scenes Rendering equation describes general shading problem.
In the name of God Computer Graphics. Last Time Some techniques for modeling Today Global illumination and raytracing.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Path Tracing Algorithms K. H. Ko School of Mechatronics Gwangju.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Radiometry of Image Formation Jitendra Malik. A camera creates an image … The image I(x,y) measures how much light is captured at pixel (x,y) We want.
01/27/03© 2002 University of Wisconsin Last Time Radiometry A lot of confusion about Irradiance and BRDFs –Clarrified (I hope) today Radiance.
Distributed Ray Tracing. Can you get this with ray tracing?
Illumination Study of how different materials reflect light Definition of radiance, the fundamental unit of light transfer in computer graphics How the.
Distributed Ray Tracing. Can you get this with ray tracing?
CS552: Computer Graphics Lecture 33: Illumination and Shading.
Radiometry of Image Formation Jitendra Malik. What is in an image? The image is an array of brightness values (three arrays for RGB images)
Heat Transfer RADIATION HEAT TRANSFER FUNDAMENTALS.
CS580: Radiometry Sung-Eui Yoon ( 윤성의 ) Course URL:
Advanced Computer Graphics
Shading Revisited Some applications are intended to produce pictures that look photorealistic, or close to it The image should look like a photograph A.
Advanced Computer Graphics
Radiometry (Chapter 4).
© 2002 University of Wisconsin
CS 319 Advanced Topics in Computer Graphics John C. Hart
The Rendering Equation
Radiosity Dr. Scott Schaefer.
The Rendering Equation
Advanced Computer Graphics
Presentation transcript:

The Radiance Equation Mel Slater

Outline Introduction Light Simplifying Assumptions Radiance Reflectance The Radiance Equation Traditional Rendering Solutions Visibility Conclusions

Introduction Lighting is the central problem of real-time graphics rendering – Arbitrary shaped lights – Changes in lighting conditions – Real-time shadows – Real-time reflections – Mixtures of many different types of surface

Introduction Real-time walkthrough with global illumination – Possible under limited conditions Radiosity (diffuse surfaces only) Real-time interaction – Not possible except for special case local illumination Why is the problem so hard?

Light Visible light is electromagnetic radiation with wavelengths approximately in the range from 400nm to 700nm 400nm700nm

Light: Photons Light can be viewed as wave or particle phenomenon Particles are photons – packets of energy which travel in a straight line in vaccuum with velocity c (300,000m.p.s.) The problem of how light interacts with surfaces in a volume of space is an example of a transport problem.

Light: Radiant Power  denotes the radiant energy or flux in a volume V. The flux is the rate of energy flowing through a surface per unit time (watts). The energy is proportional to the particle flow, since each photon carries energy. The flux may be thought of as the flow of photons per unit time.

Light: Flux Equilibrium Total flux in a volume in dynamic equilibrium – Particles are flowing – Distribution is constant Conservation of energy – Total energy input into the volume = total energy that is output by or absorbed by matter within the volume.

Light: Fundamental Equation Input – Emission – emitted from within volume – Inscattering – flows from outside Output – Streaming – without interaction with matter in the volume – Outscattering – reflected out from matter – Absorption – by matter within the volume Input = Output

Light: Equation  (p,  ) denotes flux at p  V, in direction  It is possible to write down an integral equation for  (p,  ) based on: – Emission+Inscattering = Streaming+Outscattering + Absorption Complete knowledge of  (p,  ) provides a complete solution to the graphics rendering problem. Rendering is about solving for  (p,  ).

Simplifying Assumptions Wavelength independence – No interaction between wavelengths (no fluorescence) Time invariance – Solution remains valid over time unless scene changes (no phosphorescence) Light transports in a vacuum (non-participating medium) – – ‘free space’ – interaction only occurs at the surfaces of objects

Radiance Radiance (L) is the flux that leaves a surface, per unit projected area of the surface, per unit solid angle of direction.  n dA L d  = L dA cos  d 

Radiance For computer graphics the basic particle is not the photon and the energy it carries but the ray and its associated radiance.  n dA L dd Radiance is constant along a ray.

Radiance: Radiosity, Irradiance Radiosity - is the flux per unit area that radiates from a surface, denoted by B. – d  = B dA Irradiance is the flux per unit area that arrives at a surface, denoted by E. – d  = E dA

Radiosity and Irradiance L(p,  ) is radiance at p in direction  E(p,  ) is irradiance at p in direction  E(p,  ) = (d  /dA) = L(p,  ) cos  d 

Reflectance BRDF – Bi-directional – Reflectance – Distribution – Function Relates – Reflected radiance to incoming irradiance ii rr Incident ray Reflected ray Illumination hemisphere f(p,  i,  r )

Reflectance: BRDF Reflected Radiance = BRDF  Irradiance L(p,  r ) = f(p,  i,  r ) E(p,  i ) = f(p,  i,  r ) L(p,  i ) cos  i d  i In practice BRDF’s hard to specify Rely on ideal types – Perfectly diffuse reflection – Perfectly specular reflection – Glossy reflection BRDFs taken as additive mixture of these

The Radiance Equation Radiance L(p,  ) at a point p in direction  is the sum of – Emitted radiance L e (p,  ) – Total reflected radiance Radiance = Emitted Radiance + Total Reflected Radiance

The Radiance Equation: Reflection Total reflected radiance in direction  : –  f(p,  i,  ) L(p,  i ) cos  i d  i Radiance Equation: L(p,  ) = L e (p,  ) +  f(p,  i,  ) L(p,  i ) cos  i d  i – (Integration over the illumination hemisphere)

The Radiance Equation p is considered to be on a surface, but can be anywhere, since radiance is constant along a ray, trace back until surface is reached at p’, then – L(p,  i ) = L(p’,  i ) p* ii p L(p,  ) L(p,  ) depends on all L(p*,  i ) which in turn are recursively defined. The radiance equation models global illumination.

Traditional Solutions to the Radiance Equation The radiance equation embodies totality of all 2D projections (view). Extraction of a 2D projection to form an image is called rendering.

Traditional Solutions Local Illumination Global Illumination View Dependent ‘Real time’ graphics: OpenGL Ray tracing Path tracing View Independent Flat shaded graphics (IBR) Radiosity (Photon Tracing)

(Image Based Rendering) IBR not a ‘traditional’ solution Images for a new view constructed from a large collection of existing images No lighting computations at all. Light Field Rendering specific instance to be discussed later.

Visibililty Where does an incident ray through the image plane come from? – Which surface? Ray tracing in principle has to search all surfaces for possible intersections Radiosity has to include visibility in form-factor calculations between surfaces Real-time rendering solves visibility problem on a pixel by pixel basis (z-buffer). – Major complication for large scenes We will see later that LFR does not have this visibility problem.

Conclusions Graphics rendering is concerned with solution of integral radiance equation Traditional solutions are various kinds of approximations to this equation. Rendering is the process of extracting images from the equation. Rendering may be view dependent or independent, together with a global or local illumination solution.