The Radiance Equation: Mel Slater
The Radiance Equation: Mel Slater
The Radiance Equation: Mel Slater
Mel Slater
Outline
Introduction Light Simplifying Assumptions Radiance Reflectance The Radiance Equation Traditional Rendering Solutions Visibility Conclusions
Introduction
Introduction
Real-time interaction
Not possible except for special case local
illumination
Light
Visible light is electromagnetic radiation with wavelengths approximately in the range from 400nm to 700nm
400nm
700nm
Light: Photons
The problem of how light interacts with surfaces in a volume of space is an example of a transport problem.
The flux may be thought of as the flow of photons per unit time.
Distribution is constant
Conservation of energy
Total energy input into the volume = total
Input
Emission emitted from within volume Inscattering flows from outside
Output
Streaming without interaction with matter in the
volume Outscattering reflected out from matter Absorption by matter within the volume
Input = Output
Light: Equation
(p,) denotes flux at pV, in direction It is possible to write down an integral equation for (p,) based on:
Emission+Inscattering = Streaming+Outscattering +
Absorption
Complete knowledge of (p,) provides a complete solution to the graphics rendering problem. Rendering is about solving for (p,).
Simplifying Assumptions
Wavelength independence
No interaction between wavelengths (no fluorescence)
Time invariance
Solution remains valid over time unless scene changes
(no phosphorescence)
objects
Radiance
Radiance (L) is the flux that leaves a surface, per unit projected area of the surface, per unit solid angle of direction.
n
d = L dA cos d
dA
Radiance
For computer graphics the basic particle is not the photon and the energy it carries but the ray and its associated radiance.
n
dA
Radiosity - is the flux per unit area that radiates from a surface, denoted by B.
d = B dA
Irradiance is the flux per unit area that arrives at a surface, denoted by E.
d = E dA
Reflectance
BRDF
f(p, i , r ) i
Relates
Reflected
Incident ray
Illumination hemisphere
Reflectance: BRDF
Reflected Radiance = BRDFIrradiance L(p, r ) = f(p, i , r ) E(p, i ) = f(p, i , r ) L(p, i ) cosi di In practice BRDFs hard to specify Rely on ideal types
Perfectly diffuse reflection Perfectly specular reflection Glossy reflection
Radiance Equation:
L(p, ) = Le(p, ) + f(p, i , ) L(p, i ) cosi di
(Integration over the illumination hemisphere)
p is considered to be on a surface, but can be anywhere, since radiance is constant along a ray, trace back until surface is reached at p, then L(p, i ) = L(p, i )
p*
i
p
L(p, )
The radiance equation models global illumination.
The radiance equation embodies totality of all 2D projections (view). Extraction of a 2D projection to form an image is called rendering.
Traditional Solutions
Local Global Illumination Illumination Real time graphics: OpenGL View Flat shaded Independent graphics (IBR) View Dependent Ray tracing Path tracing Radiosity (Photon Tracing)
Visibililty
Where does an incident ray through the image plane come from?
Which surface?
Ray tracing in principle has to search all surfaces for possible intersections Radiosity has to include visibility in form-factor calculations between surfaces Real-time rendering solves visibility problem on a pixel by pixel basis (z-buffer).
Major complication for large scenes
We will see later that LFR does not have this visibility problem.
Conclusions
Graphics rendering is concerned with solution of integral radiance equation Traditional solutions are various kinds of approximations to this equation. Rendering is the process of extracting images from the equation. Rendering may be view dependent or independent, together with a global or local illumination solution.