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

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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


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CS-184: Computer Graphics

Lecture 16: Radiometry

James O’Brien University of California, Berkeley

V2011-F-16-1.0

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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
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Matching Reality

Unknown

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Matching Reality

Photo Rendered

Cornell Box Comparison Cornell Program of Computer Graphics

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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...

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Irradiance

Total light striking surface from all directions

  • Only meaningful w.r.t. a surface
  • Power per square meter ( )
  • Really S.E.D. per square meter ( )
  • Not all directions sum the same because of foreshortening

W/m2 W/m2 /nm

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Total light leaving surface over all directions

  • Only meaningful w.r.t. a surface
  • Power per square meter ( )
  • Really S.E.D. per square meter ( )
  • Also called Radiosity
  • Sum over all directions ⇏ same in all directions

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W/m2 /nm

Radiant Exitance

W/m2

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Solid Angles

Regular angles measured in radians

  • Measured by arc-length on unit circle

Solid angles measured in steradians

  • Measured by area on unit sphere
  • Not necessarily little round pieces...

[0..2π] [0..4π]

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Radiance

Light energy passing though a point in space within a given solid angle

  • Energy per steradian per square meter ( )
  • 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

W/m2 /sr /nm W/m2 /sr

d kd area= DΑσd2 area= DΑσ(kd)2 14

Radiance

Near surfaces, differentiate between

  • Radiance from the surface ( surface radiance )
  • Radiance from other things ( field radiance )

Lf Ls

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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

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Light Fields

Levoy and Hanrahan, SIGGRAPH 1996

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Light Fields

Levoy and Hanrahan, SIGGRAPH 1996

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Light Fields

Michelangelo’s Statue of Night From the Digital Michelangelo Project

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Computing Irradiance

Integrate incoming radiance (field radiance) over all direction

  • Take into account foreshortening

H =

Z

ΩL f(k)cos(θ)dσ

θ

n dσ k

φ

H =

Z 2π Z π/2

L f(θ,φ)cos(θ)sin(θ) dθ dφ

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Revisiting The BRDF

How much light from direction goes out in direction Now we can talk about units:

  • BRDF is ratio of surface radiance to the foreshortened field radiance

We left out frequency dependance here... Also note for perfect Lambertian reflector with constant BRDF ρ = 1/π

ki ko

light detector ki ko

ρ(ki, ko) = Ls(ko) Lf(ki) cos(θi)

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The Rendering Equation

Total light going out in some direction is given by an integral

  • ver all incoming directions:
  • Note, this is recursive ( my is another’s )

Lf Ls Ls(ko) = Z

ρ(ki, ko)Lf(ki) cos(θi)dσi

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The Rendering Equation

Rewrite explicitly in terms of surface radiances only

Ls(ko) = Z

ρ(ki, ko)Lf(ki) cos(θi)dσi

Lf(ki) = Ls(−ki)

∆σi = ∆A0 cos(θ0) ||x − x0||2 Ls(x, ko) = Z

all x0

ρ(ki, ko)Ls(x0, x − x0)δ(x, x0) cos(θi) cos(θ0) ||x − x0||2 dA0

δ(x, x0) = ( 1 if x and x0 are mutually visible 0 otherwise

Ls(x, ko) = Z

x0 visible to x

ρ(ki, ko)Ls(x0, x − x0) cos(θi) cos(θ0) ||x − x0||2 dA0

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Light Paths

Many paths from light to eye Characterize by the types of bounces

  • Begin at light
  • End at eye
  • “Specular” bounces
  • “Diffuse” bounces

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Light Paths

Describe paths using strings

  • LDE, LDSE, LSE, etc.

Describe types of paths with regular expressions

  • L{D|S}*E
  • L{D|S}S*E
  • L{D|S}E
  • LD*E

Visible paths Standard raytracing Local illumination Radiosity method (have not talked about yet)