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Computer Graphics - Light Transport - Hendrik Lensch Computer Graphics WS07/08 Light Transport Overview So far simple shading Today Physics behind ray tracing Physical light quantities Perception of light


  1. Computer Graphics - Light Transport - Hendrik Lensch Computer Graphics WS07/08 – Light Transport

  2. Overview • So far – simple shading • Today – Physics behind ray tracing – Physical light quantities – Perception of light – Light sources – Light transport simulation • Next lecture – Light-matter interaction – Reflectance function – Reflection models Computer Graphics WS07/08 – Light Transport

  3. 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 Computer Graphics WS07/08 – Light Transport

  4. 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 Computer Graphics WS07/08 – Light Transport

  5. Light in Computer Graphics • Based on human visual perception – Macroscopic geometry – Tristimulus color model – Psycho-physics: tone mapping, compression, … • Ray optics – Light: scalar, real-valued quantity – Linear propagation – Macroscopic objects – Incoherent light – Superposition principle: light contributions add up linearly – No attenuation in free space • Limitations – Microscopic structures ( ≈λ ) – Diffraction, Interference – Polarization – Dispersion Computer Graphics WS07/08 – Light Transport

  6. Angle and Solid Angle θ the angle subtended by a curve in the plane, is the length of the corresponding arc on the unit circle. Ω ω d the solid angle subtended by an object, is the surface area of its , projection onto the unit sphere, Units for measuring solid angle: steradians [sr] Computer Graphics WS07/08 – Light Transport

  7. Solid Angle in Spherical Coordinates Infinitesimally small solid angle = θ du r d dv = θ φ dv r d sin = = θ θ φ dA du dv r 2 d d sin dA ⇒ ω Ω = = θ θ φ d d d d , sin r 2 Finite solid angle ( ) φ θ φ 1 1 ∫ ∫ Ω = φ θ θ d d sin du ( ) φ θ φ 0 0 Computer Graphics WS07/08 – Light Transport

  8. Projected Solid Geometry The solid angle subtended by a small surface patch S with area Δ A is obtained (i) by projecting it orthogonal to the vector r to the origin Δ θ A cos and (ii) dividing by the square of the distance to the origin: Δ θ A cos ΔΩ ≈ r 2 Computer Graphics WS07/08 – Light Transport

  9. 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 n · h ν (Photon Energy) – energy [watt second] Φ – radiant power (total flux) [watt] [watt/(m 2 sr)] – radiance L [watt/m 2 ] – irradiance E [watt/m 2 ] – radiosity B – intensity [watt/sr] I Computer Graphics WS07/08 – Light Transport

  10. Radiometric Quantities: Radiance • Radiance is used to describe radiant energy transfer. Radiance L is defined as • – the power (flux) traveling at 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 d 2 Φ radiated through the differential solid • angle d ω , from the projected differential area dA cos θ is: ω 2 d Φ = L ( x , ω ) dA cos θ ω d Φ = ω θ ω d 2 L x dA d ( , ) cos dA Computer Graphics WS07/08 – Light Transport

  11. Spectral Properties • Wavelength – Since light is composed of electromagnetic waves of different frequencies and wavelengths, most of the energy transfer quantities are continuous functions of wavelength. – In graphics each measurement L( x, ω ) is for a discrete band of wavelength only (often some abstract R, B, G) Computer Graphics WS07/08 – Light Transport

  12. 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: Φ d ≡ E dA ⎡ ⎤ ∫ Φ = ω θ ω ⎢ ⎥ d L x d dA ( , ) cos i ⎢ ⎥ ⎣ ⎦ Ω + π π / 2 2 ∫ ∫ ∫ = ω θ ω = ω θ θ θ φ E L x d L x d d ( , ) cos ( , ) cos sin i i Ω 0 0 + Computer Graphics WS07/08 – Light Transport

  13. Radiometric Quantities: Radiosity Radiosity B is defined as the total power per unit area (flux density) leaving a surface. To obtain the total flux radiated from dA , the outgoing radiance L o is integrated over the upper hemisphere Ω + above the surface. Φ d ≡ B dA ⎡ ⎤ ∫ Φ = ω θ ω d L x d dA ⎢ ⎥ ( , ) cos o ⎣ ⎦ Ω π π / 2 2 ∫ ∫ ∫ = ω θ ω = ω θ θ θ φ B L x d L x d d ( , ) cos ( , ) cos sin o o Ω 0 0 Computer Graphics WS07/08 – Light Transport

  14. Photometry • Photometry: – The human eye is sensitive to a limited range of radiation wavelengths (roughly from 380nm to 770nm). – The response of our visual system is not the same for all wavelengths, and can be characterized by the luminuous efficiency function V( λ ), which represents the average human spectral response. – A set of photometric quantities can be derived from radiometric quantities by integrating them against the luminuous efficiency function V( λ ). – Separate curves exist for light and dark adaptation of the eye. Computer Graphics WS07/08 – Light Transport

  15. Radiometry vs. Photometry Physics-based quantities Perception-based quantities Computer Graphics WS07/08 – Light Transport

  16. Perception of Light Ω d Ω d ' r dA f l Φ photons / second = flux = energy / time = power rod sensitive to flux angular extend of rod = resolution ( ≈ 1 arc minute 2 ) Ω d ≈ ⋅ Ω dA l 2 d projected rod size = area 2 / Angular extend of pupil aperture (r ≤ 4 mm) = solid angle Ω ≈ π ⋅ d r l 2 ' Φ ∝ Ω ⋅ d ' d A flux proportional to area and solid angle Φ = L radiance = flux per unit area per unit solid angle Ω ⋅ d dA ' The eye detects radiance Computer Graphics WS07/08 – Light Transport

  17. Brightness Perception Ω d Ω d ' r dA dA ' f l r 2 Φ ∝ ⋅ Ω = Ω ⋅ π = dA d l d 2 As l increases: ' const 0 l 2 • dA’ > dA : photon flux per rod stays constant • dA’ < dA : 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 d Ω ’ < 1 arc minute (beyond Neptune) Computer Graphics WS07/08 – Light Transport

  18. Brightness Perception II Extended light source d Ω r l Φ = ⋅ π ⋅ ⋅ Ω L r 2 d 0 0 ⇒ Flux does not depend on distance l ⇒ Nebulae always appear b/w Computer Graphics WS07/08 – Light Transport

  19. Radiance in Space Ω Ω 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 ⋅ Ω ⋅ = ⋅ Ω ⋅ L d dA L d dA 1 1 1 2 2 2 dA dA Ω = Ω = From geometry follows d d 2 1 1 2 l 2 l 2 ⋅ dA dA = Ω ⋅ = Ω ⋅ = T d dA d dA Ray throughput 1 2 1 1 2 2 l 2 L = L 1 2 The radiance in the direction of a light ray remains constant as it propagates along the ray Computer Graphics WS07/08 – Light Transport

  20. 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 • I= Φ g /( 4 π sr ) [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 θ Φ d ω d r g = = E x I ( ) dA dA Φ θ dA cos d ω = g ⋅ π r 2 dA 4 Φ θ cos g = ⋅ π r 2 4 Computer Graphics WS07/08 – Light Transport

  21. Inverse Square Law Irradiance E: d 2 2 d 1 E d 1 2 = E 1 2 E d 2 1 E 2 • Irradiance E : power per m 2 – Illuminating quantity • Distance-dependent – Double distance from emitter: sphere area four times bigger • Irradiance falls off with inverse of squared distance – For point light sources Computer Graphics WS07/08 – Light Transport

  22. Light Source Specifications • Power (total flux) – Emitted energy / time • Active emission size – Point, area, volume • Spectral distribution – Thermal, line spectrum • Directional distribution – Goniometric diagram Computer Graphics WS07/08 – Light Transport

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