Title: Rendering Equation and Radiosity
1Rendering Equationand Radiosity
2Direct Illumination vs. Global Illumination
- reflected, scattered and focused light (not
discreet). - physical-based light transport calculations
modeled around bidirectional reflective
distribution functions (BRDFs).
- discreet light source.
- efficient lighting calculations based on light
and surface vectors (i.e. fast cheats).
3Indirect Illumination
Color Bleeding
4Contact Shadows
Notice the surface just under the sphere. The
shadow gets much darker where the direct
illumination as well as most of the indirect
illumination is occluded. That dark contact
shadow helps enormously in sitting the sphere
in scene. Contact shadows are difficult to fake,
even with area lights.
5Caustics
- Focused and reflected light, or caustics, are
another feature of the real world that we lack in
direct illumination.
6Global illumination rendered images
- Caustics are a striking and unique feature of
Global Illumination.
7Local Illumination (Phong Model)
- Problems with Empirical Models
- What are ka, ks, kd and nshiny? Are they
measurable quantities? - What are the coefficients for copper?
- How does the incoming light at a point relate to
the outgoing light? - Is energy conserved?
- Just what is light intensity?
- Is my picture accurate?
8What We Want
- A model that uses physical properties that can be
looked up in the CRC Handbook of Chemistry and
Physics (indices of refraction, reflectivity,
conductivity, etc.) - Parameters that that have clear physical
analogies (how rough or polished a surface is) - Models that are predictive (the simulation
attempts to model the real scene) - Models that conserve energy
- Complex surface substructures (crystals,
amorphous materials, boundary-layer behavior) - If it was easy... everyone would do it.
9Radiance
- Radiance Electromagnetic energy flux, the amount
of energy traveling - at some point x
- in a specified direction Â
- per unit time
- per unit area perpendicular to the direction
- per unit solid angle
- for a specified wavelength Â
- denoted by
10What happens after reflection?
- The amount of reflected radiance is proportional
to the incident radiance. They are related by
Bidirectional Reflectance Distribution Function
(BRDF)
11What does BRDF look like?
- Bidirectional Reflectance Distribution Function
(BRDF) - Is a surface property
- Relates energy in to energy out
- Depends on incoming and outgoing directions
12BRDF
- BRDF really just means the way light bounces off
of something. - Specular reflection some of the light bounces
right off of the surface along the angle of
reflection without really changing color much. - Diffuse reflection some of the light gets
refracted into the plastic and bounced around
between red particles of pigment. Most of the
green and the blue light is absorbed and only the
red light makes its way back out of the surface.
The red light bounced back is scattered every
which way with fairly equal probability.
13Energy Balance Equation
- The total light leaving a point is given by the
sum of two major terms - Emitted from the point
- Incoming light from other sources reflected at
the point
14Solving the rendering equation
- L is the radiance from a point on a surface in a
given direction ? - E is the emitted radiance from a point E is
non-zero only if x is emissive - V is the visibility term 1 when the surfaces
are unobstructed along the direction ?, 0
otherwise - G is the geometry term, which depends on the
geometric relationship between the two surfaces x
and x
15Photorealistic Lighting
- Photorealistic lighting requires solving the
equation! - Not possible in the general case with todays
technology - Light transport is concerned with the incoming
light part of the equation - Notice the chicken and egg problem
- To know how much light leaves a point, you need
to know how much light reaches it - To know how much light reaches a point, you need
to know light leaves every other point - Reflectance modeling is concerned with the BRDF
- Hard because BRDFs are high dimensional functions
that tend to change as surfaces change over time
16Light Emitted from a Surface
- Radiance (L) Power per unit area per unit solid
angle - Measured in W/m2sr
- dA is projected area perpendicular to given
direction - Radiosity (B) Radiance integrated over all
directions - Power from per unit area, measured in W/m2
17Radiosity Concept
- Radiosity of each surface depends on radiosity of
all other surfaces - Treat global illumination as a linear system
- Need constant BRDF (diffuse)
- Solve rendering equation as a matrix problem
- Process
- Mesh into patches
- Calculate form factors
- Solve radiosity
- Display patches
Cornell Program of Computer Graphics
18Continuous Radiosity Equation
For an environment composed of diffuse surfaces,
we have the basic radiosity relationship
reflectivity
x
B
E
B
r
G(x,x)V(x,x)
x
x
x
x
x
Form factor
- G geometry term
- V visibility term
- No analytical solution, even for simple
configurations
x
19Discrete Radiosity Equation
For an environment that has been discretized into
n patches, over which the radiosity is constant,
(i.e. both B and E are constant across a patch),
we have the basic radiosity relationship
reflectivity
n
Ã¥
r
B
F
E
B
A
j
ij
i
i
i
j
j1
Form factor
- discrete representation
- iterative solution
- costly geometric/visibility calculations
A
i
20The Radiosity Matrix
Such an equation exists for each patch, and in a
closed environment, a set of n simultaneous equati
ons in n unknown Bi values is obtained
A solution yields a single radiosity value Bi for
each patch in the environment a
view- independent solution. The Bi values can be
used in a standard renderer and a particular view
of the environment constructed from the radiosity
solution.
21Intuition
22Examples
Factory simulation. Program of Computer
Graphics, Cornell University. 30,000 patches.
23Examples
Museum simulation. Program of Computer Graphics,
Cornell University. 50,000 patches. Note
indirect lighting from ceiling.
24Remaining Hard Problems
- Reflective Diffraction Effects
- thin films
- Caustics
- oil on water
- CDs
- Anisotropy
- brushed metals
- strands pulled materials
- satin and velvet cloths
- Need better rendering algorithms.