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Lecture 6 - Light Transport Welcome! , = (, ) , - - PowerPoint PPT Presentation

INFOMAGR Advanced Graphics Jacco Bikker - November 2017 - February 2018 Lecture 6 - Light Transport Welcome! , = (, ) , + , , ,


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SLIDE 1

𝑱 π’š, π’šβ€² = 𝒉(π’š, π’šβ€²) 𝝑 π’š, π’šβ€² + ΰΆ±

𝑻

𝝇 π’š, π’šβ€², π’šβ€²β€² 𝑱 π’šβ€², π’šβ€²β€² π’†π’šβ€²β€²

INFOMAGR – Advanced Graphics

Jacco Bikker - November 2017 - February 2018

Lecture 6 - β€œLight Transport”

Welcome!

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SLIDE 2

Today’s Agenda:

  • Introduction
  • The Rendering Equation
  • Light Transport
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SLIDE 3

Introduction

Advanced Graphics – Light Transport 3

Whitted

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SLIDE 4

Introduction

Advanced Graphics – Light Transport 4

Whitted

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SLIDE 5

Introduction

Advanced Graphics – Light Transport 5

Whitted

Missing:

  • Area lights
  • Glossy reflections
  • Caustics
  • Diffuse interreflections
  • Diffraction
  • Polarization
  • Phosphorescence
  • Temporal effects
  • Motion blur
  • Depth of field
  • Anti-aliasing
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SLIDE 6

Introduction

Advanced Graphics – Light Transport 6

Anti-aliasing

Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:

  • How do we aim those rays?
  • What if all rays return the same color?
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SLIDE 7

Introduction

Advanced Graphics – Light Transport 7

Anti-aliasing – Sampling Patterns

Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:

  • How do we aim those rays?
  • What if all rays return the same color?
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SLIDE 8

Introduction

Advanced Graphics – Light Transport 8

Anti-aliasing – Sampling Patterns

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SLIDE 9

Introduction

Advanced Graphics – Light Transport 9

Anti-aliasing – Sampling Patterns

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SLIDE 10

Introduction

Advanced Graphics – Light Transport 10

Anti-aliasing – Sampling Patterns

Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:

  • How do we aim those rays?
  • What if all rays return the same color?
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SLIDE 11

Introduction

Advanced Graphics – Light Transport 11

Whitted

Missing:

  • Area lights
  • Glossy reflections
  • Caustics
  • Diffuse interreflections
  • Diffraction
  • Polarization
  • Phosphorescence
  • Temporal effects
  • Motion blur
  • Depth of field

οƒΌ Anti-aliasing

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SLIDE 12

Introduction

Advanced Graphics – Light Transport 12

Distribution Ray Tracing*

*: Distributed Ray Tracing, Cook et al., 1984

Soft shadows

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SLIDE 13

Introduction

Advanced Graphics – Light Transport 13

Distribution Ray Tracing*

*: Distributed Ray Tracing, Cook et al., 1984

Glossy reflections

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SLIDE 14

Introduction

Advanced Graphics – Light Transport 14

Distribution Ray Tracing*

*: Distributed Ray Tracing, Cook et al., 1984

?

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SLIDE 15

Introduction

Advanced Graphics – Light Transport 15

Distribution Ray Tracing*

*: Distributed Ray Tracing, Cook et al., 1984

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SLIDE 16

Introduction

Advanced Graphics – Light Transport 16

Distribution Ray Tracing

Whitted-style ray tracing is a point sampling algorithm:

  • We may miss small features
  • We cannot sample areas

Area sampling:

  • Anti-aliasing: one pixel
  • Soft shadows: one area light source
  • Glossy reflection: directions in a cone
  • Diffuse reflection: directions on the hemisphere
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SLIDE 17

Introduction

Advanced Graphics – Light Transport 17

Area Lights

Visibility of an area light source: π‘Š

𝐡 = ࢱ 𝐡

π‘Š 𝑦, ꙍ𝑗 𝑒ꙍ𝑗 Analytical solution case 1: π‘Š

𝐡 = π΅π‘šπ‘—π‘•β„Žπ‘’ βˆ’ π΅π‘šπ‘—π‘•β„Žπ‘’β‹‚π‘‘π‘žβ„Žπ‘“π‘ π‘“

Analytical solution case 2: π‘Š

𝐡 = ?

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SLIDE 18

Introduction

Advanced Graphics – Light Transport 18

Approximating Integrals

An integral can be approximated as a Riemann sum: π‘Š

𝐡 = ࢱ 𝐡 𝐢

𝑔(𝑦) 𝑒𝑦 β‰ˆ ෍

𝑗=1 𝑂

𝑔 𝑒𝑗 𝛦𝑗 , where ෍

𝑗=1 𝑂

𝛦𝑗 = 𝐢 βˆ’ 𝐡 Note that the intervals do not need to be uniform, as long as we sample the full interval. If the intervals are uniform, then ෍

𝑗=1 𝑂

𝑔 𝑒𝑗 𝛦𝑗 = 𝛦𝑗 ෍

𝑗=1 𝑂

𝑔 𝑒𝑗 = 𝐢 βˆ’ 𝐡 𝑂 ෍

𝑗=1 𝑂

𝑔 𝑒𝑗 . Regardless of uniformity, restrictions apply to 𝑂 when sampling multi-dimensional functions (ideally, 𝑂 = 𝑁𝑒). Also note that aliasing may occur if the intervals are uniform.

Image from Wikipedia

A B

VA

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SLIDE 19

Introduction

Advanced Graphics – Light Transport 19

Monte Carlo Integration

Alternatively, we can approximate an integral by taking random samples: π‘Š

𝐡 = ࢱ 𝐡 𝐢

𝑔(𝑦) 𝑒𝑦 β‰ˆ 𝐢 βˆ’ 𝐡 𝑂 ෍

𝑗=1 𝑂

𝑔 π‘Œπ‘— Here, π‘Œ1. . π‘Œπ‘‚ ∈ [𝐡, 𝐢]. As 𝑂 approaches infinity, π‘Š

𝐡 approaches the expected value of 𝑔.

Unlike in Riemann sums, we can use arbitrary 𝑂 for Monte Carlo integration, regardless of dimension.

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SLIDE 20

Introduction

Advanced Graphics – Light Transport 20

Monte Carlo Integration of Area Light Visibility

To estimate the visibility of an area light source, we take 𝑂 random point samples. In this case, 5 out of 6 samples are unoccluded: π‘Š β‰ˆ 1 6 1 + 1 + 1 + 0 + 1 + 1 = 5 6 In terms of Monte Carlo integration: π‘Š = ΰΆ±

𝒯2π‘Š(π‘ž) π‘’π‘ž β‰ˆ 1

𝑂 ෍

𝑗=1 𝑂

π‘Š 𝑄 With a small number of samples, the variance in the estimate shows up as noise in the image.

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SLIDE 21

Introduction

Advanced Graphics – Light Transport 21

Monte Carlo Integration of Area Light Visibility

We can also use Monte Carlo to estimate the contribution of multiple lights:

  • 1. Take the average of N samples from each light source;
  • 2. Sum the averages.

𝐹 𝑦 ← = ෍

𝑗=1 2

𝑀𝑗 π‘Š(𝑦 ↔ π‘šπ‘—) 𝑦

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SLIDE 22

Introduction

Advanced Graphics – Light Transport 22

Monte Carlo Integration of Area Light Visibility

Alternatively, we can just take 𝑂 samples, and pick a random light source for each sample. 𝐹 𝑦 ← = 2 𝑂 ෍

𝑗=1 𝑂

𝑀𝑅 π‘Š

𝑅 𝑄 ,

𝑅 ∈ {1,2} = 1 𝑂 ෍

𝑗=1 𝑂 𝑀𝑅 π‘Š 𝑅 𝑄

0.5 𝑦 Probability of sampling light 𝑀𝑅

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SLIDE 23

Introduction

Advanced Graphics – Light Transport 23

Monte Carlo Integration of Area Light Visibility

We obtain a better estimate with fewer samples if we do not treat each light equally. In the previous example, each light had a 50% probability of being sampled. We can use an arbitrary probability, by dividing the sample by this probability. 𝐹 𝑦 ← = 1 𝑂 ෍

𝑗=1 𝑂 𝑀𝑅 π‘Š 𝑅 𝑄

πœπ‘… , ෍ πœπ‘… = 1, πœπ‘… > 0 𝑦

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SLIDE 24

Introduction

Advanced Graphics – Light Transport 24

Distribution Ray Tracing

Key concept of distribution ray tracing: We estimate integrals using Monte Carlo integration. Integrals in rendering:

  • Area of a pixel
  • Lens area (aperture)
  • Frame time
  • Light source area
  • Cones for glossy reflections
  • Wavelengths
  • …
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SLIDE 25

Introduction

Advanced Graphics – Light Transport 25

Open Issues

Remaining issues:

  • Energy distribution in the ray tree / efficiency
  • Diffuse interreflections
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SLIDE 26

Today’s Agenda:

  • Introduction
  • The Rendering Equation
  • Light Transport
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SLIDE 27

Rendering Equation

Advanced Graphics – Light Transport 27

Whitted, Cook & Beyond

Missing in Whitted:

  • Area lights
  • Glossy reflections
  • Caustics
  • Diffuse interreflections
  • Diffraction
  • Polarization
  • Phosphorescence
  • Temporal effects
  • Motion blur
  • Depth of field
  • Anti-aliasing

Cook: οƒΌ Area lights οƒΌ Glossy reflections Γ— Caustics Γ— Diffuse interreflections Γ— Diffraction Γ— Polarization Γ— Phosphorescence Γ— Temporal effects οƒΌ Motion blur οƒΌ Depth of field οƒΌ Anti-aliasing

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SLIDE 28

Rendering Equation

Advanced Graphics – Light Transport 28

Whitted, Cook & Beyond

Cook’s solution to rendering: Sample the many-dimensional integral using Monte Carlo integration. ΰΆ±

π΅π‘žπ‘—π‘¦π‘“π‘š

ΰΆ±

π΅π‘šπ‘“π‘œπ‘‘

ΰΆ±

π‘ˆπ‘”π‘ π‘π‘›π‘“

ΰΆ±

π›»π‘•π‘šπ‘π‘‘π‘‘π‘§

ΰΆ±

π΅π‘šπ‘—π‘•β„Žπ‘’

… Ray optics are still used for specular reflections and refractions: The ray tree is not eliminated.

(In fact: for each light, one or more shadow rays are produced)

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SLIDE 29

Rendering Equation

Advanced Graphics – Light Transport 29

God’s Algorithm

1 room 1 bulb 100 watts 1020 photons per second Photon behavior:

  • Travel in straight lines
  • Get absorbed, or change direction:
  • Bounce (random / deterministic)
  • Get transmitted
  • Leave into the void
  • Get detected
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SLIDE 30

Light Transport

Advanced Graphics – Light Transport 30

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SLIDE 31

Rendering Equation

Advanced Graphics – Light Transport 31

God’s Algorithm - Mathematically

A photon may arrive at a sensor after travelling in a straight line from a light source to the sensor: 𝑀 𝑑 ← 𝑦 = 𝑀𝐹(𝑑 ← 𝑦) Or, it may be reflected by a surface towards the sensor: 𝑀 𝑑 ← 𝑦 = ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

Those are the options. Adding direct and indirect illumination together: 𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

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SLIDE 32

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

Rendering Equation

Advanced Graphics – Light Transport 32

God’s Algorithm - Mathematically

Emission Hemisphere Reflection Indirect Geometry factor

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SLIDE 33

Rendering Equation

Advanced Graphics – Light Transport 33

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

The Rendering Equation:*

  • Light transport from lights to sensor
  • Physically based

The equation allows us to determine to which extend rendering algorithms approximate real-world light transport.

*: The Rendering Equation, Kajiya, 1986

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SLIDE 34

Rendering Equation

Advanced Graphics – Light Transport 34

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

Rasterization, according to the Rendering Equation:

  • Visibility handled by z-buffer / Painter’s algorithm
  • Visibility not supported for lights

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ෍

𝑗=1 𝑂𝑀

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑀𝑗 𝑀𝑗 𝐻 𝑦 ↔ 𝑀𝑗

(note: this does not take into account approximations such as shadow maps and environment maps)

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SLIDE 35

Rendering Equation

Advanced Graphics – Light Transport 35

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

Whitted-style ray tracing, according to the Rendering Equation:

  • Inter-surface reflections limited to specular surfaces
  • Light sources limited to 𝑂 point lights
  • Visibility is supported

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ෍

𝑗=1 𝑂𝑀

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑀𝑗 𝑀𝑗 𝐻 𝑦 ↔ 𝑀𝑗

+ ΰΆ±

𝐡

𝑔

𝑠 πœ€ 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

(note: only specular recursive transport supported)

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SLIDE 36

Today’s Agenda:

  • Introduction
  • The Rendering Equation
  • Light Transport
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SLIDE 37

Light Transport

Advanced Graphics – Light Transport 37

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

Relation between real-world light transport and the RE:

  • 1. Each sensor element registers an amount of photons arriving from the first surface visible

though that pixel.

  • 2. This surface may be emissive, in which case it produced the sensed photons.
  • 3. This surface may also reflect photons, arriving from other surfaces in the scene.
  • 4. For the other surfaces: goto 2.
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SLIDE 38

Light Transport

Advanced Graphics – Light Transport 38

Light Transport Quantities

Radiant flux - 𝛸 : β€œRadiant energy emitted, reflected, transmitted or received, per unit time.” Units: watts = joules per second 𝑋 = 𝐾 π‘‘βˆ’1 . Simplified particle analogy: number of photons.

Note: photon energy depends on electromagnetic wavelength: E = hc

Ξ» , where h is Planck’s constant, c is the speed of light,

and Ξ» is wavelength. At Ξ» = 550nm (yellow), a single photon carries 3.6 βˆ— 10βˆ’19 joules.

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SLIDE 39

Light Transport

Advanced Graphics – Light Transport 39

Light Transport Quantities

In a vacuum, radiant flux emitted by a point light source remains constant over distance: A point light emitting 100W delivers 100W to the surface of a sphere of radius r around the light. This sphere has an area of πœŒπ‘ 2; energy per surface area thus decreases by 1/𝑠2. In terms of photons: the density of the photon distribution decreases by 1/𝑠2.

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SLIDE 40

Light Transport

Advanced Graphics – Light Transport 40

Light Transport Quantities

A surface receives an amount of light energy proportional to its solid angle: the two-dimensional space that an object subtends at a point. Solid angle units: steradians (sr). Corresponding concept in 2D: radians; the length of the arc on the unit sphere subtended by an angle.

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SLIDE 41

Light Transport

Advanced Graphics – Light Transport 41

Light Transport Quantities

Radiance - 𝑀 : β€œThe power of electromagnetic radiation emitted, reflected, transmitted or received per unit projected area per unit solid angle.” Units: π‘‹π‘‘π‘ βˆ’1π‘›βˆ’2 Simplified particle analogy: Amount of particles passing through a pipe with unit diameter, per unit time. Note: radiance is a continuous value: while flux at a point is 0 (since both area and solid angle are 0), we can still define flux per area per solid angle for that point. 𝑀

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SLIDE 42

Light Transport

Advanced Graphics – Light Transport 42

Light Transport Quantities

Irradiance - 𝐹 : β€œThe power of electromagnetic radiation per unit area incident on a surface.” Units: Watts per 𝑛2 = joules per second per 𝑛2 π‘‹π‘›βˆ’2 = πΎπ‘›βˆ’2π‘‘βˆ’1 . Simplified particle analogy: number of photons arriving per unit area per unit time, from all directions. 𝑂

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SLIDE 43

Light Transport

Advanced Graphics – Light Transport 43

Light Transport Quantities

Converting radiance to irradiance: 𝐹 = 𝑀 cos πœ„ 𝑀 𝑀 𝑂 πœ„

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SLIDE 44

Light Transport

Advanced Graphics – Light Transport 44

Pinhole Camera

A camera should not accept light from all directions for a particular pixel on the film. A pinhole ensures that only a single direction is sampled. In the real world, an aperture with a lens is used to limit directions to a small range, but only on the focal plane.

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SLIDE 45

Light Transport

Advanced Graphics – Light Transport 45

Light Transport

𝑀 𝑑 ← 𝑦 = 𝑀𝐹 𝑑 ← 𝑦 + ΰΆ±

𝐡

𝑔

𝑠 𝑑 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦′ 𝑒𝐡(𝑦′)

𝑀𝑝 𝑦, πœ•π‘ = 𝑀𝐹 𝑦, πœ•π‘ + ΰΆ±

𝛻

𝑔

𝑠 𝑦, πœ•π‘, πœ•π‘— 𝑀𝑗 𝑦, πœ•π‘— cos πœ„π‘— π‘’πœ•π‘—

Radiance Radiance Radiance Irradiance BRDF

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SLIDE 46

Light Transport

Advanced Graphics – Light Transport 46

Bidirectional Reflectance Distribution Function

BRDF: function describing the relation between radiance emitted in direction πœ•π‘ and irradiance arriving from direction πœ•π‘—: 𝑔

𝑠 πœ•π‘, πœ•π‘— = d𝑀𝑝(πœ•π‘)

d𝐹𝑗(πœ•π‘—) = d𝑀𝑝(πœ•π‘) 𝑀𝑗 πœ•π‘— cos θ𝑗 π‘’πœ•π‘— = π‘π‘£π‘’π‘•π‘π‘—π‘œπ‘• π‘ π‘π‘’π‘—π‘π‘œπ‘‘π‘“ π‘—π‘œπ‘‘π‘π‘›π‘—π‘œπ‘• π‘—π‘ π‘ π‘π‘’π‘—π‘π‘œπ‘‘π‘“ Or, if spatially variant: 𝑔

𝑠 𝑦, πœ•π‘, πœ•π‘— = d𝑀𝑝(𝑦, πœ•π‘)

d𝐹𝑗(𝑦, πœ•π‘—) = d𝑀𝑝(𝑦, πœ•π‘) 𝑀𝑗 𝑦, πœ•π‘— cos θ𝑗 π‘’πœ•π‘— Properties:

  • Should be positive: 𝑔

𝑠 πœ•π‘, πœ•π‘— β‰₯ 0

  • Helmholtz reciprocity should be obeyed: 𝑔

𝑠 πœ•π‘, πœ•π‘— = 𝑔 𝑠 πœ•π‘—, πœ•π‘

  • Energy should be conserved: Χ¬

𝛻 𝑔 𝑠 πœ•π‘, πœ•π‘— cos πœ„π‘ π‘’πœ•π‘ ≀ 1

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SLIDE 47

Light Transport

Advanced Graphics – Light Transport 47

Bidirectional Reflectance Distribution Function

Diffuse / Lambert*:

  • 1. Reflects irradiance equally in all directions.
  • 2. Reflects irradiance with a cosine angular distribution.

Q: Which one is correct? A: Both:

  • Outgoing light is distributed proportional to π‘œ βˆ™ πœ•π‘ .
  • But 𝑀 = 𝐹/(π‘œ βˆ™ πœ•π‘), and 𝑀 is therefore independent of πœ•π‘ .

Or, stated differently: At an angle, the solid angle becomes smaller, and therefore the radiance per unit solid angle increases proportional to the cosine of the angle.

*: See: http://www.oceanopticsbook.info/view/surfaces/lambertian_brdfs

𝒐 𝝏𝒋

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SLIDE 48

Light Transport

Advanced Graphics – Light Transport 48

Bidirectional Reflectance Distribution Function

The diffuse BRDF is: 𝑔

𝑠 πœ•π‘, πœ•π‘— = π‘π‘šπ‘π‘“π‘’π‘

Ο€ So, for a total irradiance 𝐹 at surface point 𝑦, the

  • utgoing radiance 𝑀𝑝 = 𝐹𝑗

π‘π‘šπ‘π‘“π‘’π‘ 𝜌

. Why the 𝜌? Energy conservation: 𝐹𝑝 ≀ 𝐹𝑗 Suppose we have a directional light parallel to π‘œ, with intensity 1. Then: 𝐹𝑗 = 𝑀𝑗 = 1. Suppose our BRDF =

π‘π‘šπ‘π‘“π‘’π‘ 1

. Then: 𝐹𝑝 = Χ¬

𝛻 𝐹𝑗 𝑔 𝑠(πœ•π‘ , πœ•π‘—) cos πœ•π‘ π‘’πœ•π‘ = Χ¬ 𝛻 cos πœ•π‘ π‘’πœ•π‘

Now: Χ¬

𝛻 cos πœ•π‘ π‘’πœ•π‘ = Χ¬ Ο•=0 2𝜌 Χ¬ ΞΈ=0 𝜌/2 cos ΞΈ sin ΞΈ 𝑒θ𝑒ϕ = 𝜌  𝐹𝑝 = 𝜌 𝐹𝑗.

𝒐 𝝏𝒋

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SLIDE 49

Light Transport

Advanced Graphics – Light Transport 49

Bidirectional Reflectance Distribution Function

Mirror / Perfect specular: Reflects light in a fixed direction. For a given incoming direction πœ•π‘—, all light is emitted in a single infinitesimal set of directions. The specular BRDF is thus 𝑔

𝑠 𝑦, πœ•π‘, πœ•π‘— = α‰Šβˆž, along reflected vector

0, otherwise. This is not practical, and therefore we will handle the pure specular case (reflection and refraction) separately.

𝒐 𝝏𝒑 𝝏𝒋

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SLIDE 50

Light Transport

Advanced Graphics – Light Transport 50

Flux / Particle Count / Probability

So far, we measured light transport as energy: Radiance = Joules per second per square meter; Irradiance = Radiance projected to the surface. Alternatively, we can imagine this as a large number

  • f particles (say, 1020). How does this affect the

concept of radiance, irradiance and BRDF? Alternatively, we can think of irradiance and the BRDF as a probability distribution. How does this affect the concept of irradiance and the BRDF?

slide-51
SLIDE 51

Today’s Agenda:

  • Introduction
  • The Rendering Equation
  • Light Transport
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SLIDE 52

INFOMAGR – Advanced Graphics

Jacco Bikker - November 2017 - February 2018

END of β€œLight Transport”

next lecture: β€œPath Tracing”