Radiosity Part I Radiometry, Surfaces, and Rendering: Alex Telea
Radiosity Part I Radiometry, Surfaces, and Rendering: Alex Telea
Radiosity Part I Radiometry, Surfaces, and Rendering: Alex Telea
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Goal
• Investigate formally some methods for
physically-based realistic rendering
• Present a practical method for producing
highly realistic (and also physically correct)
images (renderings) of 3D worlds
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First, let’s see some
EXAMPLES
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Realistic rendering: ‘Color bleeding’
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Example 1 of progressive rendering
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Example 2 of progressive rendering
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Example 3 of progressive rendering
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Example of mesh refinement
solution (rendering)
refined mesh 8
Example 2 of mesh refinement
whole scene
mesh detail
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Combining rendering and textures
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Real photograph…
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…and the rendered scene
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Rendering of a complex scene…
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…and discrete meshing used for it
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Complex scene (50000..100000 polygons)
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Rendering with volumetric effects
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Is this rendered of real?
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Outline
• Physically Based Rendering
• Mathematics of Radiosity
• Form Factors
• Solving the Matrix
• Meshing and Display
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Radiometry
• Science of measuring light
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Radiometric Quantities
• Functions of wavelength, time, position,
direction, polarization.
g ( , t , r , , )
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Wavelength
• Assume wavelengths independent
– No phosphorescence
– R, G, B components behave identically
g (t , r, , )
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Time
• Equilibrium states considered only
– Light travels fast…
– No luminescence
g (r, , )
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Polarization
• Ignore it
– Would likely need wave optics to simulate
g (r, )
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Result – five dimensions
• With little loss in usefulness
• Two quantities
r Position (3 components)
Direction (2 components)
g (r, )
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Radiant Energy - Q
• Fundamental quantity we start with
• Think of photon as carrying quantum of
energy (hc/ where c is speed of light and h
is Planck’s constant)
• Total energy, Q, is then energy of the total
number of photons.
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Power -
• Flow of energy (important for transport)
• Also called radiant flux.
• Energy per unit time (joules / s)
• Unit: Watt
= dQ/dt
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Radiant Flux Area Density
• We render stuff on surfaces, so we need
a measure for the energy arriving/leaving a
surface
leaving
d arriving
u
dA
dA
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Irradiance
• Power per unit area incident on a surface.
E = d /dA
arriving
• Unit: Watt / m2
dA
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Radiant Exitance
• Power per unit area leaving surface
• Also known as radiosity
B = d /dA leaving
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Intensity
• Power per unit solid angle
d
I
d
• Units – watts per steradian
• “Intensity” is heavily overloaded
• What is a solid angle?
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Solid Angle
• Size of a patch, dA, is
dA (r sin d )(r d )
• Solid angle is
dA
d 2
r
• Measured in
sterradians (sr)
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Isotropic Point Source
d
I
d 4
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Irradiance on Differential Area
• What is the irradiance of a differential area,
illuminated by a point source at xs, seen from a point
p?
accounts for
projected area
area point x
d cos
EI view
dA 4 x x s 2
point p
light
• This is the “square law”
source xs
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Projected Area
• Ap = A (N • V) = A cos
V N
V
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Radiance
• Power per unit projected area per unit solid
angle. d
2
L
dAp d
• Units – watts per steradian m2
• We have now introduced projected area, a
cosine term. d 2
L
dA cos d
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Why the Cosine Term?
• Foreshortening is by cosine of angle.
• Radiance gives energy by effective surface
area, as seen from the view direction
A cos
A 37
Irradiance from Radiance
E Lcos d
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Reciprocity
• Radiance from dS to dR
d
2
L
dS d r
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• Radiance from dS to dR (l is distance)
d 2
L
dS d r
d 2
Projected area L
(dS cos s )d r
d 2
Solid angle L
(dS cos s )(dR cos r / l )
2
d 2
L
(dS cos s / l 2 )(dR cos r )
d 2
L
dR d S
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Reciprocity
So we got:
d 2
d 2
L , L
dS d r dR d S
i.e. radiance from dS to dR = radiance from dR to dS
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Another way of seeing this:
d1
dA1
d 2
dA2
d1 dA2 / r 2 and d 2 dA1 / r 2
therefore
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d1
dA1
d 2
dA2
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Radiometry Summary
• Energy photons…
• Power energy / time
• Irradiance and Radiosity power / area
• Intensity power / angle
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Radiometry describes light in itself
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Light-Surface Interaction
• Reflected radiance is proportional to
incoming flux and to irradiance (incident
power per unit area).
dLr ( r ) dE ( i )
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Bidirectional Reflectance
Distribution Function (BRDF)
Lr ( r )
f r (i r )
Li (i ) cos i di
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BRDF Dimensionality
• Function of position, four angles (two
incident, two reflected),
• Material is usually considered uniform, so
position is ignored.
• If isotropic, one angle goes away.
• Result: 3 or 4 dimensional.
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BRDF Properties
• Reciprocity (of incoming and outcoming
directions)
• Natural condition: material is ‘symmetric’
f r ( i o ) f r ( o i )
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Lambertian (diffuse) Surfaces
diffuse BRDF
• BRDF is a constant. Lr ( r ) k E
• Independent of direction of incoming light.
• Radiosity over irradiance is constant.
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Mirror (ideally specular)
Surfaces
• Reflection takes place in a plane
perpendicular to surface.
• Angle of reflectance = angle of incidence.
• BRDF modelled by delta functions.
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Glossy (shiny) Surfaces
• Between lambertian and specular.
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Complex BRDFs
• Combinations of the three
+ +
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The Rendering Equation
emitted
Lo (x, o ) Le (x, o )
reflected
outgoing
f r (x, o , i ) Li (x, i ) cos i d i
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Transport Approximations
• Classical ray tracing
– Direct lambertian
– Global specular
– View dependent
• Radiosity
– Global illumination between diffuse surfaces
– View independent
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Next
• Formulation of the radiosity method
• Practical aspects for computing a solution
(i.e. ‘render’ a 3D scene)
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References
• Chapter 2 (by Hanrahan) in Cohen and
Wallace, Radiosity and Realistic Image
Synthesis.
• Glassner, Principles of Digital Image
Synthesis, pp. 648 – 659 and Chapter 13.
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