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Lecture18 Global Light Transport

Lo x, ωo θi x ρx ωi , ωo 1) The document discusses the physics of light transport and rendering equations. It introduces concepts like radiance, radiosity, and the bidirectional reflectance distribution function (BRDF). 2) Radiance is defined as the power transported through a ray per unit solid angle and per unit area. The rendering equation relates the outgoing radiance at a point to the emitted radiance and reflected radiance from incoming light. 3) The rendering equation can be written as an operator equation and solved using Neumann series, representing light transport as successive bounces and reflections between surfaces. This iterative solution calculates global illumination effects.
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0% found this document useful (0 votes)
25 views41 pages

Lecture18 Global Light Transport

Lo x, ωo θi x ρx ωi , ωo 1) The document discusses the physics of light transport and rendering equations. It introduces concepts like radiance, radiosity, and the bidirectional reflectance distribution function (BRDF). 2) Radiance is defined as the power transported through a ray per unit solid angle and per unit area. The rendering equation relates the outgoing radiance at a point to the emitted radiance and reflected radiance from incoming light. 3) The rendering equation can be written as an operator equation and solved using Neumann series, representing light transport as successive bounces and reflections between surfaces. This iterative solution calculates global illumination effects.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Advanced Graphics

academic year 2014/15 2nd period

The Physics of Light Transport (2)

radiometry global illumination rendering equation

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

Problems with simple model:


Need to sum / integrate over rays
Simple RGB model is not consistent (energy?)
Need to re-define as power density (radiance)

Physical Quanties
Energy (radiant energy )
Absolute quantity [ J ]

Power (radiant flux )


Energy / time: =

[ 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

Then: take the limit area 0, angle 0


8

Reminder: Densities
Densities
Multi-dimensional density

Integrate to get back actual mass:

Angles

Angular Directions

surface
normal

angle around normal (1D)


2D direction
angle against normal (1D)

Parametrization of Directions
Angular directions have 2D coordinates = ,
angle around normal (1D)
angle against normal (1D)
both together (2D)
11

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)

12

Radiance

Radiance

Radiance
Power density
Power per solid angle and per unit area
14

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

Density w.r.t. to the 4-7 parameters


16

Radiance
3 ,
2 ,

Properties
No change along straight (intersection-free) ray
, . for all along the ray ,
Pixel color is radiance
17

Radiance

Properties
Same ray: exiting radiance = incoming radiance
, = ,
18

Explanation

Change of distance
Scaling the distance
Double distance quarter of the power
Double distance quarter of the solid angle

Ratio remains constant


19

Explanation

surface
normal

Change of angle
Power cos (incoming & outgoing)
Solid angle cos (viewed from outside)
Cancels out!
20

Radiosity
= (, ): 2D angular dir.
: 1D normal angle

Radiosity

Radiance

Radiosity

Overall power exiting a point


=

, cos

Sum of all rays, taking projected area into account


21

Cosine Term

surface
normal

Change of angle
Radiated power cos (here: outgoing)

22

Terminology
Further terminology
Irradiance: Total power incident to a point
Like radiosity, just opposite direction
Incoming radiosity
Careful: confusing name!

23

Terminology
low light
(monochrome)
reddish

700nm

bluish

390nm

(curves: schematic)

greenish

Radiometry vs. Photometry


Radiometry: physical power (Watt)
Photometry: perceived intensity (human eye)
Luminosity perceived radiosity
Luminance perceived radiance
Project on response curves

24

Quantities: Summary

Densities Summary
Energy (radiant energy )
Absolute quantity [ J ]

Power (radiant flux )


Energy / time: =

[ W = J/s ]

Radiosity () / irradiance ()
Power / area: =

*) not to mixed up with


emission term E

[ W m-2 ]

Radiance ()
Power / (area solid angle): =

cos

[W m-2sr-1]
cos
26

Spectral Densities
Spectral power (radiant flux )
Energy / (time wavelength): =

[ W/m = J/(sm) ]

Spectral radiosity ( ) / spectral irradiance ( )


Power / (area wavelength): =

[ W m-3 ]

Spectral radiance ( )

Power / (area solid angle wavelength):

=
[ W m-3 sr-1]
cos

27

Reflectance

Interaction with Surfaces


,

Bidirection Reflectance Distribution Function


(BRDF)
, (also: , , e.g., in Glassners Book)

Matrix that reshuffles power between rays


29

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
*)

30

Bidirectional Reflectance Distribution Function (BRDF)


mirror

glossy surface

diffuse surface

31

Properties of the BRDF


BRDF properties
Positivity:
, 0
Helmholtz reciprocity:
, = ,

Energy conservation:
:

, cos 1

32

Surface Interaction
,

( = one component of )

Coupling outgoing and incoming rays


, = , , cos i
Shallow angle: less power to pass on for each
area element
33

Rendering Equation
,

Rendering Equation
, = , +
emission

, , cos i

reflection

34

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

Rendering: solving linear systems of equations


35

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

What does it mean?


Operator series:

= 1

=
=0

Rendering equation
, = , +
+

, , cos i , cos i , cos i

, , cos i , cos i

, , cos i

, , cos i , cos i , cos i , cos i

+
7

Adjoint Equation
,

Hemispherical Rendering equation


, = , +
, = , +
viewing rays,
unit importance

, , cos i

, , cos i

52

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)

53

Path Tracing

Primary Rays:
same as in DRT
n times

Random BRDF Sampling:


Russian roulette absorb with probability 1

, cos

Sample next ray direction with , cos


54

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