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CS-184: Computer Graphics Lecture 16: Radiometry James OBrien - PowerPoint PPT Presentation

CS-184: Computer Graphics Lecture 16: Radiometry James OBrien University of California, Berkeley V2011-F-16-1.0 Today Radiometry: measuring light Local Illumination and Raytracing were discussed in an ad hoc fashion Proper


  1. CS-184: Computer Graphics Lecture 16: Radiometry James O’Brien University of California, Berkeley V2011-F-16-1.0 Today Radiometry: measuring light • Local Illumination and Raytracing were discussed in an ad hoc fashion • Proper discussion requires proper units • Not just pretty pictures... but correct pictures 2

  2. Matching Reality Unknown 3 Matching Reality Photo Rendered Cornell Box Comparison Cornell Program of Computer Graphics 4

  3. Units Light energy • Really power not energy is what we measure • Joules / second ( J/s ) = Watts ( W ) Spectral energy density • Power per unit spectrum interval • Watts / nano-meter ( W/nm ) • Properly done as function over spectrum • Often just sampled for RGB Often we assume people know we’re talking about S.E.D. and just say E... 5 Irradiance Total light striking surface from all directions • Only meaningful w.r.t. a surface W / m 2 • Power per square meter ( ) W / m 2 / nm • Really S.E.D. per square meter ( ) • Not all directions sum the same because of foreshortening 6

  4. Radiant Exitance Total light leaving surface over all directions • Only meaningful w.r.t. a surface W / m 2 • Power per square meter ( ) W / m 2 / nm • Really S.E.D. per square meter ( ) • Also called Radiosity • Sum over all directions ⇏ same in all directions 7 Solid Angles Regular angles measured in radians [ 0 .. 2 π ] • Measured by arc-length on unit circle Solid angles measured in steradians [ 0 .. 4 π ] • Measured by area on unit sphere • Not necessarily little round pieces... 8

  5. Radiance Light energy passing though a point in space within a given solid angle W / m 2 / sr • Energy per steradian per square meter ( ) W / m 2 / sr / nm • S.E.D. per steradian per square meter ( ) Constant along straight lines in free space • Area of surface being sampled is proportional to distance and light inversely proportional to squared distance d area=� D Ασ d 2 area=� D Ασ (kd) 2 kd 13 Radiance Near surfaces, differentiate between • Radiance from the surface ( surface radiance ) • Radiance from other things ( field radiance ) L s L f 14

  6. Light Fields Radiance at every point in space, direction, and frequency: 6D function Collapse frequency to RGB, and assume free space: 4D function Sample and record it over some volume 15 Light Fields 16 Levoy and Hanrahan, SIGGRAPH 1996

  7. Light Fields Levoy and Hanrahan, SIGGRAPH 1996 17 Light Fields Michelangelo’s Statue of Night From the Digital Michelangelo Project 18

  8. Computing Irradiance Integrate incoming radiance (field radiance) over all direction • Take into account foreshortening Z H = Ω L f ( k ) cos ( θ ) d σ Z 2 π Z π / 2 H = L f ( θ , φ ) cos ( θ ) sin ( θ ) d θ d φ 0 0 k d σ n θ φ 19 Revisiting The BRDF How much light from direction goes out in direction k i k o Now we can talk about units: • BRDF is ratio of surface radiance to the foreshortened field radiance L s ( k o ) ρ ( k i , k o ) = L f ( k i ) cos( θ i ) We left out frequency dependance here... detector light Also note for perfect Lambertian reflector k i k o with constant BRDF ρ = 1 / π 20

  9. The Rendering Equation Total light going out in some direction is given by an integral over all incoming directions: Z L s ( k o ) = ρ ( k i , k o ) L f ( k i ) cos( θ i )d σ i Ω • Note, this is recursive ( my is another’s ) L f L s 21 The Rendering Equation Z L s ( k o ) = ρ ( k i , k o ) L f ( k i ) cos( θ i )d σ i Ω Rewrite explicitly in terms of surface radiances only ∆ σ i = ∆ A 0 cos( θ 0 ) L f ( k i ) = L s ( − k i ) || x − x 0 || 2 Z ρ ( k i , k o ) L s ( x 0 , x − x 0 ) cos( θ i ) cos( θ 0 ) L s ( x , k o ) = d A 0 || x − x 0 || 2 x 0 visible to x Z ρ ( k i , k o ) L s ( x 0 , x − x 0 ) δ ( x , x 0 ) cos( θ i ) cos( θ 0 ) L s ( x , k o ) = d A 0 || x − x 0 || 2 all x 0 1 if x and x 0 are mutually visible ( δ ( x , x 0 ) = 0 otherwise 22

  10. Light Paths Many paths from light to eye Characterize by the types of bounces • Begin at light • End at eye • “Specular” bounces • “Diffuse” bounces 23 Light Paths Describe paths using strings • LDE, LDSE, LSE, etc. Describe types of paths with regular expressions Visible paths • L{D|S}*E • L{D|S}S*E Standard raytracing • L{D|S}E Local illumination • LD*E Radiosity method (have not talked about yet) 24

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