computer graphics
play

Computer Graphics - Light Transport - Philipp Slusallek LIGHT 2 - PowerPoint PPT Presentation

Computer Graphics - Light Transport - Philipp Slusallek LIGHT 2 What is Light ? Electro-magnetic wave propagating at speed of light 3 What is Light ? [Wikipedia] 4 What is Light ? Ray Linear propagation Geometrical optics


  1. Computer Graphics - Light Transport - Philipp Slusallek

  2. LIGHT 2

  3. What is Light ? • Electro-magnetic wave propagating at speed of light 3

  4. What is Light ? [Wikipedia] 4

  5. What is Light ? • Ray – Linear propagation – Geometrical optics • Vector – Polarization – Jones Calculus : matrix representation • Wave – Diffraction, interference – Maxwell equations : propagation of light • Particle – Light comes in discrete energy quanta: photons – Quantum theory : interaction of light with matter • Field – Electromagnetic force: exchange of virtual photons – Quantum Electrodynamics (QED) : interaction between particles 5

  6. What is Light ? • Ray – Linear propagation – Geometrical optics • Vector – Polarization – Jones Calculus : matrix representation • Wave – Diffraction, interference – Maxwell equations : propagation of light • Particle – Light comes in discrete energy quanta: photons – Quantum theory : interaction of light with matter • Field – Electromagnetic force: exchange of virtual photons – Quantum Electrodynamics (QED) : interaction between particles 6

  7. Light in Computer Graphics • Based on human visual perception – Macroscopic geometry (  Reflection Models) – Tristimulus color model (  Human Visual System) – Psycho-physics: tone mapping, compression, … (  RIS course) • Ray optic assumptions – Macroscopic objects – Incoherent light – Light: scalar, real-valued quantity – Linear propagation – Superposition principle: light contributions add, do not interact – No attenuation in free space • Limitations – No microscopic structures ( ≈ λ ): diffraction, interference – No polarization – No dispersion, … 7

  8. Angle and Solid Angle • The angle θ (in radians) subtended by a curve in the plane is the length of the corresponding arc on the unit circle: l = θ r = θ • The solid angle Ω , d ω subtended by an object is the surface area of its projection onto the unit sphere – Units for measuring solid angle: steradian [sr] (dimensionless) 8

  9. Solid Angle in Spherical Coords • Infinitesimally small solid angle d ω – 𝑒𝑣 = 𝑠 𝑒𝜄 – 𝑒𝑤 = 𝑠´ 𝑒Φ = 𝑠 sin 𝜄 𝑒Φ dv – 𝑒𝐵 = 𝑒𝑣 𝑒𝑤 = 𝑠 2 sin 𝜄 𝑒𝜄𝑒Φ du 𝑒𝐵 𝑠 2 = sin 𝜄 𝑒𝜄𝑒Φ – 𝑒𝜕 = • Finite solid angle r’ dA θ d θ r d ω 1 d Φ Φ 9

  10. Solid Angle for a Surface • The solid angle subtended by a small surface patch S with area dA is obtained (i) by projecting it orthogonal to the vector r from the origin: 𝑒𝐵 𝑑𝑝𝑡 𝜄 d𝐵 cos 𝜄 and (ii) dividing by the squared distance to the origin : d𝜕 = 𝑠 2 𝑠⋅ 𝑜 Ω = 𝑠 3 𝑒𝐵 𝑇 10

  11. Radiometry • Definition: – Radiometry is the science of measuring radiant energy transfers. Radiometric quantities have physical meaning and can be directly measured using proper equipment such as spectral photometers. • Radiometric Quantities – Energy [J] Q (#Photons x Energy = 𝑜 ⋅ ℎ𝜉 ) – Radiant power Φ [watt = J/s] (Total Flux) – Intensity [watt/sr] I (Flux from a point per s.angle) – Irradiance [watt/m 2 ] E (Incoming flux per area) – Radiosity [watt/m 2 ] B (Outgoing flux per area) [watt/(m 2 sr)] – Radiance L (Flux per area & proj. s. angle) 11

  12. Radiometric Quantities: Radiance • Radiance is used to describe radiant energy transfer • Radiance L is defined as – The power (flux) traveling through some point x – In a specified direction ω = (θ, φ) – Per unit area perpendicular to the direction of travel – Per unit solid angle • Thus, the differential power 𝒆 𝟑 𝚾 radiated through the ω differential solid angle 𝒆𝝏 , from the projected differential area 𝒆𝑩 𝒅𝒑𝒕 𝜾 is: dA 𝑒 2 Φ = 𝑀 𝑦, 𝜕 𝑒𝐵 cos 𝜄 𝑒𝜕 12

  13. Radiometric Quantities: Irradiance • Irradiance E is defined as the total power per unit area (flux density) incident onto a surface. To obtain the total flux incident to dA , the incoming radiance L i is integrated over the upper hemisphere Ω + above the surface : 𝑒Φ 𝐹 ≡ 𝑒𝐵 𝑒Φ = 𝑀 𝑗 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 𝑒𝐵 Ω + 𝜌 22𝜌 𝐹(𝑦) = 𝑀 𝑗 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 = 𝑀 𝑗 𝑦, 𝜕 cos 𝜄 sin 𝜄 𝑒𝜄𝑒𝜚 Ω + 00 13

  14. Radiometric Quantities: Radiosity • Irradiance E is defined as the total power per unit area Radiosity B (flux density) incident onto a surface. To obtain the total flux exitant from incident to dA , the outgoing radiance L o is integrated over the upper hemisphere Ω + above the surface : 𝑒Φ 𝐶 ≡ 𝑒𝐵 𝑒Φ = 𝑀 𝑝 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 𝑒𝐵 Ω + 𝜌 22𝜌 𝐶(𝑦) = 𝑀 𝑝 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 = 𝑀 𝑝 𝑦, 𝜕 cos 𝜄 sin 𝜄 𝑒𝜄𝑒𝜚 Ω + 00 14

  15. Spectral Properties • Wavelength – Light is composed of electromagnetic waves – These waves have different frequencies and wavelengths – Most transfer quantities are continuous functions of wavelength • In graphics – Each measurement L( x,ω ) is for a discrete band of wavelength only • Often R(ed, long), G(reen, medium), B(lue, short) (but see later) 15

  16. Photometry – The human eye is sensitive to a limited range of wavelengths • Roughly from 380 nm to 780 nm – Our visual system responds differently to different wavelengths • Can be characterized by the Luminous Efficiency Function V(λ) • Represents the average human spectral response • Separate curves exist for light and dark adaptation of the eye – Photometric quantities are derived from radiometric quantities by integrating them against this function 16

  17. Radiometry vs. Photometry Physics-based quantities Perception-based quantities 17

  18. Perception of Light  (1 arcminute = 1/60 degrees)  ' r A f l rod sensitive to flux photons / second = flux = energy / time = power (𝚾)  angular extent of rod = resolution (  1 arcminute 2 ) projected rod size = area    2 A l 2 / angular extent of pupil aperture (r  4 mm) = solid angle     2 ' r l   A  L ' flux proportional to area and solid angle   radiance = flux per unit area per unit solid angle L   ' A 2 r          2 L l L const The eye detects radiance As l increases: 0 2 l 18

  19. Brightness Perception   ' r A A ' f l • A ’ > A : photon flux per rod stays constant • A ’ < A : photon flux per rod decreases Where does the Sun turn into a star ?  Depends on apparent Sun disc size on retina  Photon flux per rod stays the same on Mercury, Earth or Neptune  Photon flux per rod decreases when  ’ < 1 arcminute 2 (beyond Neptune) 19

  20. Radiance in Space   d d 2 1 L L 1 2 l dA dA 1 2 Flux leaving surface 1 must be equal to flux arriving on surface 2 𝑀 1 𝑒Ω 1 𝑒𝐵 1 = 𝑀 2 𝑒Ω 2 𝑒𝐵 2 dA dA     From geometry follows 2 1 d d 1 2 2 2 l l  dA dA        Ray throughput 𝑈 : 1 2 T d dA d dA 1 1 2 2 2 l 𝑀 1 = 𝑀 2 The radiance in the direction of a light ray remains constant as it propagates along the ray 20

  21. Point Light Source • Point light with isotropic radiance – Power (total flux) of a point light source • Φ g = Power of the light source [watt] – Intensity of a light source (radiance cannot be defined, no area) • I = Φ g / 4 π [watt/sr] – Irradiance on a sphere with radius r around light source: • E r = Φ g / (4 π r 2 ) [watt/m 2 ] – Irradiance on some other surface A d A  r 𝐹 𝑦 = 𝑒Φ 𝑕 𝑒𝐵 = 𝑒Φ 𝑕 𝑒𝐵 = 𝐽 𝑒𝜕 𝑒𝜕 𝑒𝜕 𝑒𝐵 d  = Φ 𝑕 4𝜌 ⋅ 𝑒𝐵 cos 𝜄 𝑠 2 𝑒𝐵 = Φ 𝑕 4𝜌 ⋅ cos 𝜄 𝑠 2 21

  22. Inverse Square Law Irradiance E: d 2 2 E d d 1 1 2 = 2 E d E 1 2 1 E 2 • Irradiance E : power per m 2 – Illuminating quantity • Distance-dependent – Double distance from emitter: area of sphere is four times bigger • Irradiance falls off with inverse of squared distance – Only for point light sources (!) 22

  23. Light Source Specifications • Power (total flux) Black body radiation (see later) – Emitted energy / time • Active emission size – Point, line, area, volume • Spectral distribution – Thermal, line spectrum • Directional distribution – Goniometric diagram 23

  24. Light Source Classification Radiation characteristics Emitting area • Volume • Directional light – Neon advertisements – Spot-lights – Sodium vapor lamps – Projectors • Area – Distant sources – CRT, LCD display – (Overcast) sky • Diffuse emitters • Line – Torchieres – Clear light bulb, filament – Frosted glass lamps • “Point” • Ambient light – Xenon lamp – Arc lamp – “Photons everywhere” – Laser diode

  25. Sky Light • Sun – Point source (approx.) – White light (by def.) • Sky – Area source – Scattering: blue • Horizon – Brighter – Haze: whitish • Overcast sky – Multiple scattering in clouds – Uniform grey • Several sky models Courtesy Lynch & Livingston are available 25

  26. LIGHT TRANSPORT 26

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend