04+ +Light+Transport
04+ +Light+Transport
04+ +Light+Transport
Christoph Garth
Scientific Visualization Lab
Motivation & Context
In this chapter, we will follow a principled approach to graphics:
Distinguish:
• Radiometry:
The measurement of electromagnetic radiation.
• Photometry:
The measurement of the optical impression perceived by the human eye.
(In principle, photometry corresponds to radiometry, with the difference that the
spectral response of the eye is respected in the former.)
• Describes the power carried by light, i.e. number of photons per time.
• For a light source, this is the overall number of photons emitted per time.
dQ
Φ=
dt
The notation dQ/dt indicates that integration over t required to obtain Q;
in other words, Q can be found from Φ by integrating over time.
Rate at which flux enters, leaves, or passes through an area; strength of light with
respect to a surface area (independent of direction).
dΦ
E=
dA
Variants:
dA
unit area
Irradiance measures the overall radiant flux (light flow, photons per unit time)
into a surface element.
Consider a small amount of flux dΦ(x) incident on a small area dA(x) around position x.
For dA(x) → 0, also dΦ(x) → 0, and the quotient converges to the irradiance at x:
dΦ(x)
E(x) =
dA(x)
L A
r
r
• Radiant flux Φ (light flow, photons per unit time) incident on, emerging from, or
passing through a point in a certain direction.
dA
dω
ω dω
outgoing element
of flux dΦ
The radiant intensity describes the radiant flux of a light source in a specific direction or
the flux that reaches a certain point originating from some object.
dΦ dΦ I
⇒ E = = 2 = 2. 3r
dA r dω r
From which directions does a point p recieve light from an area A? Or, how much light
does A transmit to p?
If an infinitesimal small area dA(x) at position x converges to zero, then so does the solid
angle dω, and the relation
dA(x) cos θx
dω =
rx2
is correct in the limit. We can use this to define the final, most important, quantity.
power/flux dQ
W = Js−1
dt Φ radiant flux
flux density dQ
Wm−2
dAdt E irradiance
flux density dQ
Wm−2
dAdt B radiosity
radiant density dQ
W
dAΦ dωdt
L m2 sr
radiance
intensity dQ
W
dωdt I sr radiant intensity
In order to come up with a transport equation for light, let us assume the
following:
Point lights
• same intensity in all directions
• specified by position
Spot lights
• restricted direction by angle range
• specified by position, direction and opening angle
penumbra
umbra
direction ωr : ωi
ωr
dLr (ωr ) θi θr
fr (ωi , ωr ) = y
Li (ωi ) cos (θi ) dωi
Often, BRDFs are assumed to be constant (in x) per object, and an isotropic material
presumed.
• An isotropic BRDF is invariant under rotation around the normal vector φi and φr
can be omitted. This yields a simplified description with only 3 parameters.
fr (x, ωr , ωi ) = fr (x, ωi , ωr )
Kajiya & Immel (1986): The outgoing radiance at point x in direction ωr is given by:
emission reflection
z }| { z }| {
L (x, ωr ) = Le (x, ωr ) + Lr (x, ωr )
Z
= Le (x, ωr ) + f (x, ω , ω ) L (x, ω ) cos θi dωi
| {z } |r {zr i} | i {z i} | {z }
emission Ω BRDF irradiance orientation
During the course, we will cover different approaches for approximating the
rendering equation.
• Chapter 5: Surfaces
• local illumination models
• BRDFs for different materials
• simplified BRDFs and subsurface scattering (BSSDFs)
• Chapter 6: Ray Tracing
• direct approximation by tracing light rays
• Chapter 7: Global Illumination
• probabilistic approximation using Monte-Carlo integration
• approximation using finite element method (FEM)
• light sources
• lighting models
• material properties
• orientation of surfaces (surface normals)
^
Only respects direct illumination (reflection) by
(point) light sources, independent of other objects
in the scene.
• e. g. no shadows
Global illumination
Additionally, includes indirect effects.
^
• multiple reflections
• transmissions
• shadows
ht
direct lig
direct lig
ht
ht
direct lig
ht
direct lig
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un
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fir
seco
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ounc
e
Result: light hitting the sensor from the points visible to it, illuminated directly
and indirectly
In the next chapter, we will look at materials more closely ( standard BRDFs),
and then proceed to a fundamental rendering algorithm – ray tracing.