CS 184 Radiometry Lecture UC Berkeley

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    CS-184: Computer Graphics

    Lecture 22: Radiometry James OBrien

    University of California, Berkeley V2013-F-22-1.0

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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 were talking about S.E.D. and just say E...

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    IrradianceTotal 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 / m 2W / m 2 / 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 / m 2 / nm

    Radiant Exitance

    W / m 2

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    Solid AnglesRegular 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 ..2 ! ]

    [0 ..4 ! ]

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    Radiance

    Light energy passing though a point in space within a givensolid 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 / m 2 / sr / nmW / m 2 / sr

    d

    kd

    area=D d 2

    area=D (kd) 2

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    Radiance

    Near surfaces, differentiate between Radiance from the surface ( surface radiance ) Radiance from other things ( eld radiance )

    L f L s

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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

    MichelangelosStatue of NightFrom the Digital Michelangelo Project

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    Computing IrradianceIntegrate incoming radiance (eld radiance) over all direction

    Take into account foreshor tening

    H = Z ! L f (k ) cos (" )d #

    n d

    k

    !

    H = Z 2 !

    0 Z ! / 2

    0 L f (" , #) cos (" ) sin (" ) d " d #

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    Revisiting The BRDFHow much light from direction goes out in direction

    Now we can talk about units:

    BRDF is ratio of surface radiance to the foreshortened eld radiance

    We left out frequency dependance here...

    Also note for perfect Lambertian reectorwith constant BRDF ! = 1 "

    k i k o

    light

    detector

    k i k o

    (k i , k o ) = L s (k o )

    L f (k i ) cos(i )

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    The Rendering EquationTotal light going out in some direction is given by an integralover all incoming directions:

    Note, this is recursive ( my is anothers ) L f L s

    L s (k o ) = Z

    (k i , k o )L f (k i ) cos(i )d i

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    The Rendering Equation

    Rewrite explicitly in terms of surface radiances only

    L s (k o ) = Z

    (k i , k o )L f (k i ) cos(i )d i

    L f (k i ) = L s ( k i ) i = A 0 cos( 0 )

    || x x 0 || 2

    L s (x , k o ) = Z all x 0

    (k i , k o L s (x 0 , x x 0 (x , x 0 cos(i cos(0

    || x x 0 || 2 dA 0

    (x , x0 ) = (1 if

    x and x 0 are mutually visible0 otherwise

    L s (x , k o ) = Z x 0 visible to x

    (k i , k o L s (x 0 , x x 0 cos(i cos(0

    || x x 0 || 2 dA 0

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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 illuminationRadiosity method(have not talked about yet)

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