Lecture18 Global Light Transport
Lecture18 Global Light Transport
Ray Optics
Ray Optics
Ray optics
Rays transport light
For each ray:
intensity / color
Matter interacts
with light
Reflection / scattering
Emission
Rendering
Compute camera rays
3
Ray Optics
Formal Model
Version 2: Color as Power Density
Problems
Light rays so far
Rays in space
Starting point 3
Direction 3
Color
Triple , , 0,1
Light color
Physical Quanties
Energy (radiant energy )
Absolute quantity [ J ]
[ W = J/s ]
Our Task
Need to define power density for rays
Radiance
Radiance
Function : (, ) 0
Input variables: surface point x, angle
Output: power transported through ray
7
Radiance
Radiance
Average over
Area
Angle
Reminder: Densities
Densities
Multi-dimensional density
Angles
Angular Directions
surface
normal
Parametrization of Directions
Angular directions have 2D coordinates = ,
angle around normal (1D)
angle against normal (1D)
both together (2D)
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Solid Angles
direction
direction
solid
angle
2D Angle
Fraction of unit circle
Unit: radians
Maximum: 2
angle
Solid Angle
Fraction of unit sphere
(or hemisphere)
Unit: steradians [st]
Maximum
2 (hemisphere)
4 (full sphere)
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Radiance
Radiance
Radiance
Power density
Power per solid angle and per unit area
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Radiance Properties
Radiance
direction
position
Radiance
4D function (opaque surfaces)
Two angles, two positions
Remark: 5D in volumes (three positions)
Remark 2: additional dimensions for wavelength, time
Radiance
3 ,
2 ,
Properties
No change along straight (intersection-free) ray
, . for all along the ray ,
Pixel color is radiance
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Radiance
Properties
Same ray: exiting radiance = incoming radiance
, = ,
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Explanation
Change of distance
Scaling the distance
Double distance quarter of the power
Double distance quarter of the solid angle
Explanation
surface
normal
Change of angle
Power cos (incoming & outgoing)
Solid angle cos (viewed from outside)
Cancels out!
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Radiosity
= (, ): 2D angular dir.
: 1D normal angle
Radiosity
Radiance
Radiosity
, cos
Cosine Term
surface
normal
Change of angle
Radiated power cos (here: outgoing)
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Terminology
Further terminology
Irradiance: Total power incident to a point
Like radiosity, just opposite direction
Incoming radiosity
Careful: confusing name!
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Terminology
low light
(monochrome)
reddish
700nm
bluish
390nm
(curves: schematic)
greenish
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Quantities: Summary
Densities Summary
Energy (radiant energy )
Absolute quantity [ J ]
[ W = J/s ]
Radiosity () / irradiance ()
Power / area: =
[ W m-2 ]
Radiance ()
Power / (area solid angle): =
cos
[W m-2sr-1]
cos
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Spectral Densities
Spectral power (radiant flux )
Energy / (time wavelength): =
[ W/m = J/(sm) ]
[ W m-3 ]
Spectral radiance ( )
=
[ W m-3 sr-1]
cos
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Reflectance
Definition
,
=
cos
BRDF
Ratio between
Outgoing radiance for angle
and
Incoming irradiance*) for angle
Density w.r.t.
Integrate over to obtain outgoing radiance
irradiance: incoming cosine term included
convenient because this is not material specific
*)
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glossy surface
diffuse surface
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Energy conservation:
:
, cos 1
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Surface Interaction
,
( = one component of )
Rendering Equation
,
Rendering Equation
, = , +
emission
, , cos i
reflection
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Structure
Rendering equation
, = , +
, , cos i
Abstract notation
Unknown function L is related to linear operation
on itself + emission function E
Discrete:
Functions = vectors, linear operators = matrices
= +
Linear system of equations
Operator Notation
Solving the equation
Transport operator
Linear operator
Rendering equation:
= +
= 1 1
Operator :
One light bounce
Operator Notation
Rendering equation
= +
= 1 1
Formal Solution: Neumann Series
= 1
=
=0
= + + 2 + 3 +
6
= 1
=
=0
Rendering equation
, = , +
+
, , cos i , cos i
, , cos i
+
7
Adjoint Equation
,
, , cos i
, , cos i
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Distributed Raytracing
Primary Rays:
rnd. sub-pixel position
(filtering)
rnd. aperture position
n times (depth-of-field)
Shadow rays:
rnd. light source point
(soft shadows)
reflection:
rnd. direction
(glossy)
Refraction:
rnd. direction
(semi-diffuse)
reflection:
rnd. direction
(glossy)
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Path Tracing
Primary Rays:
same as in DRT
n times
, cos