SLIDE 4 4
Radiosity
- Models lighting for diffuse surfaces only.
- Assume polygonal scene
– polygons divided into n small ‘patches’ – patch i has area Ai – radiosity Bi – Emits radiosity Ei (if light source) – Has surface reflectance ρi (diffuse reflection)
- Diffuse reflectance is ρ = B/E
- E.g., black surface has reflectance of 0 (no light reflected)
white surface has reflectance of 1 (all light reflected)
Rendering Equation – Directional to Surface Integration
- Started with integration over directions:
- Change to integration over all surface points p*
– G(p,p*) is the geometric term, takes distance and
– V(p,p*) is the visibility term, 0: not visible, 1: visible
L(p, ω) = Le(p, ω) + ∫ f(p, ωi , ω) L(p*, -ωi) cosθi dωi L(p,ω) = Le(p,ω) + ∫f(p,ωi,ω)L(p*,ωi)G(p,p*)V(p,p*)dA(p*)
Rendering Equation – Differences to before
For each x, compute V(x,x'), the visibility between x and x': 1 when the surfaces are unobstructed along the direction ω, 0 otherwise
p ω ωi p*
L(p,ω) = Le(p,ω) + ∫f(p,ωi,ω)L(p*,ωi)G(p,p*)V(p,p*)dA(p*)