CS184 LECTURE RADIOMETRY. Kevin Wu November 10, Material HEAVILY adapted from James O'Brien, Brandon Wang, Fu-Chung Huang, and Aayush Dawra

Similar documents
CS-184: Computer Graphics. Today. Lecture 22: Radiometry! James O Brien University of California, Berkeley! V2014-S

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao

Introduction to Radiosity

Spectral Color and Radiometry

Capturing light. Source: A. Efros

The Light Field. Last lecture: Radiometry and photometry

Measuring Light: Radiometry and Cameras

Electromagnetic waves and power spectrum. Rays. Rays. CS348B Lecture 4 Pat Hanrahan, Spring 2002

Reflectance & Lighting

CS667 Lecture Notes: Radiometry

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

Radiometry. Radiometry. Measuring Angle. Solid Angle. Radiance

Measuring Light: Radiometry and Photometry

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth

Radiometry. Reflectance & Lighting. Solid Angle. Radiance. Radiance Power is energy per unit time

Measuring Light: Radiometry and Photometry

Radiometry. Computer Graphics CMU /15-662, Fall 2015

CS667 Lecture Notes: Radiometry

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz

Radiometry and reflectance

Global Illumination The Game of Light Transport. Jian Huang

Mosaics, Plenoptic Function, and Light Field Rendering. Last Lecture

Lecture 7 - Path Tracing

Announcements. Radiometry and Sources, Shadows, and Shading

Math 11 Fall 2016 Section 1 Monday, October 17, 2016

A question from Piazza

Image Formation: Light and Shading. Introduction to Computer Vision CSE 152 Lecture 3

dq dt I = Irradiance or Light Intensity is Flux Φ per area A (W/m 2 ) Φ =

Photometric Stereo. Lighting and Photometric Stereo. Computer Vision I. Last lecture in a nutshell BRDF. CSE252A Lecture 7

Understanding Variability

Announcements. Image Formation: Light and Shading. Photometric image formation. Geometric image formation

Lecture 22: Basic Image Formation CAP 5415

Photometric Stereo.

Introduction to Physically-Based Illumination, Radiosity and Shadow Computations for Computer Graphics

Light Field = Radiance(Ray)

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

6. Illumination, Lighting

CMSC 828D: Fundamentals of Computer Vision Homework 2

CS 5625 Lec 2: Shading Models

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

Reflection models and radiometry Advanced Graphics

Lecture 12: Photon Mapping. Biased Methods

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

EE Light & Image Formation

dq dt I = Irradiance or Light Intensity is Flux Φ per area A (W/m 2 ) Φ =

BRDF Computer Graphics (Spring 2008)

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

x ~ Hemispheric Lighting

Rays and Throughput. The Light Field. Page 1

Simple Lighting/Illumination Models

Light Field = Radiance(Ray)

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

The Design and Implementation of a Radiosity Renderer. Alexandru Telea

782 Schedule & Notes

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection

Introduction to Computer Vision. Introduction CMPSCI 591A/691A CMPSCI 570/670. Image Formation

Lighting and Reflectance COS 426

Lighting. Figure 10.1

Physically-Based Reflectance for Games

LIGHTING AND SHADING

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Lighting - the Radiance Equation

Announcements. Lighting. Camera s sensor. HW1 has been posted See links on web page for readings on color. Intro Computer Vision.

Global Illumination and the Rendering Equation

THE goal of rendering algorithms is to synthesize images of virtual scenes. Global illumination

Illumination and Shading - II

Lighting and Materials

And if that 120MP Camera was cool

Cameras and Radiometry. Last lecture in a nutshell. Conversion Euclidean -> Homogenous -> Euclidean. Affine Camera Model. Simplified Camera Models

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley

Illumination. Courtesy of Adam Finkelstein, Princeton University

3D Computer Vision. Photometric stereo. Prof. Didier Stricker

Realistic Camera Model

Virtual Reality for Human Computer Interaction

Lecture 4: Reflection Models

Surface Rendering Methods

CS201 Computer Vision Lect 4 - Image Formation

Rendering Equation & Monte Carlo Path Tracing I

The Rendering Equation. Computer Graphics CMU /15-662

Local vs. Global Illumination & Radiosity

Lighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch

hw1-2 review hw 3 questions?

Lighting. Camera s sensor. Lambertian Surface BRDF

CS 428: Fall Introduction to. Radiosity. Andrew Nealen, Rutgers, /7/2009 1

Visualisatie BMT. Rendering. Arjan Kok

Engineered Diffusers Intensity vs Irradiance

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Fourier transform. Filtering. Examples of FT pairs. Examples of FT pairs. Comb function. Examples of FT pairs FRPE. Decomposes into freq.

CS6670: Computer Vision

Lecture 7: Monte Carlo Rendering. MC Advantages

2.710 Optics Spring 09 Solutions to Problem Set #1 Posted Wednesday, Feb. 18, 2009

Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1)

Philpot & Philipson: Remote Sensing Fundamentals Interactions 3.1 W.D. Philpot, Cornell University, Fall 12

Transcription:

CS184 LECTURE RADIOMETRY Kevin Wu November 10, 2014 Material HEAVILY adapted from James O'Brien, Brandon Wang, Fu-Chung Huang, and Aayush Dawra

ADMINISTRATIVE STUFF Project!

TODAY Radiometry (Abridged): 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

MATCHING REALITY Unknown

MATCHING REALITY Cornell Box Comparison. Cornell Porgram of Computer Graphics

UNITS q = hf Energy ( ) Units of Joules (J) Light Energy ( P = dq dt ) We actually measured power not energy Joules/s (J/s) = Watts (W) dp dλ Intensive quantity (similar to density for mass) Spectral Energy Density (dφ = ) Power per unit spectrum interval Watts / nanometer (W/nm) Properly done as a function over spectrum Often just sampled for RGB Often people understand S.E.D. is used and just say E

IRRADIANCE Total light (remember, spectral energy density) striking a surface from all directions. Only meaningful w.r.t. a surface dp H = = Power per squared meter = W/ da But really spectral energy density dφ Not all directions sum the same due to foreshortening. m 2 H = = S.E.D. per squared meter = W/ m /nm da 2

RADIANCE EXITANCE Total light leaving surface over all directions Only meaningful w.r.t. a surface dp E = = Power per squared meter = W/ da But really spectral energy density dφ Also called Radiosity Sum over all directions same in all directions m 2 E = = S.E.D. per squared meter = W/ m /nm da 2

SUMMARY Energy q = hf Light Energy (Power) P = dq dt Spectral Energy Density: dφ = dp dλ Irradiance H = dφ da Radiance Exitance/Radiosity E = dφ da

SOLID ANGLES

DIFFERENTIAL SOLID ANGLES

DIFFERENTIAL SOLID ANGLES

DIFFERENTIAL SOLID ANGLES A solid angle "subtends" a particular area on a sphere. Just like for angles in 2D, given a particular axis, defines a

RADIANCE Light energy passing though a point in space within a given solid angle Energy per steradian per square meter ( W/ m 2 /sr) S.E.D. per steradian per square meter ( W/ m 2 /sr/nm) Constant along straight lines in free space Area of surface being sampled is proportional to distance and light inversely proportional to squared distance.

RADIANCE Think of it as irradiance or radiosity from a specific direction (quantified by steradians. Suppose a measuring device for this looks like: The measured radiance = dh dσ dq = = ΔAdσdtdλ Energy Area Direction Time Wavelength

RADIANCE Now suppose our cone device is tilted so the area we're measuring is not flat! The measured radiance = dh dσ dq dq = = = ΔAdσdtdλ da cos(θ)dσdtdλ dh dσ cos(θ)

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

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

LIGHT FIELDS

LIGHT FIELDS Levoy and Hanrahan, SIGGRAPH 1996

LIGHT FIELDS Michelangelo s Statue of Night. From the Digital Michelangelo Project

COMPUTING IRRADIANCE Given a field radiance defined as: L ( k f ) = ΔH Δσ cos(θ) We can derive irradiance by integrating field radiance over all directions: 2π H = Ω L f k ( ) cos(θ)dσ H = π/2 L f (θ,ϕ) cos(θ) sin(ϕ)dθdϕ 0 0 You can derive all other radiometric quantities from radiance! This is why it's considered the fundamental quantity.

REVISITING THE BRDF How much light from direction k i goes out direction k o. Earlier, our phong shading model approximated this quantity.

REVISITING THE BRDF Note it would be more appropriate to define BRDF as: d L ( ) ρ( k i, k o ) = s k o ( ) cos( )d L f k i θ i σ i

THE RENDERING EQUATION (TRANSPORT EQUATION) Total light going out in some direction is given by an integral over all incoming directions: d L ( ) ρ( k i, k o ) = s k o ( ) cos( )d L f k i θ i σ i d L s ( k o ) = ρ( k i, k o ) L f ( k i ) cos( θ i )dσ i L s ( k o ) = ρ( k i, k o ) L f ( k i ) cos( θ i )dσ i Ω Note this is recursive, L f is another object's L s

THE RENDERING EQUATION L s ( k o ) = ρ( k i, k o ) L f ( k i ) cos( θ i )dσ i Ω Now, let's rewrite in terms of surface radiances ONLY da cos(θ) = dσ x x 2 dσ = da cos( θ ) x x 2

PROJECT SUMMARY

PROJECT SUMMARY You're given a file with a bunch of patches 2 0.00 0.00 0.00 0.33 0.00 0.00 0.66 0.00 0.00 1.00 0.00 0.00 0.00 0.33 0.00 0.33 0.33 0.00 0.66 0.33 0.00 1.00 0.33 0.00 0.00 0.66 0.00 0.33 0.66 0.00 0.66 0.66 0.00 1.00 0.66 0.00 0.00 1.00 0.00 0.33 1.00 0.00 0.66 1.00 0.00 1.00 1.00 0.00 0.00 0.00 0.00 0.33 0.00 2.00 0.66 0.00 2.00 1.00 0.00 0.00 0.00 0.33 0.00 0.33 0.33 2.00 0.66 0.33 2.00 1.00 0.33 0.00 0.00 0.66 0.00 0.33 0.66 2.00 0.66 0.66 2.00 1.00 0.66 0.00 0.00 1.00 0.00 0.33 1.00 2.00 0.66 1.00 2.00 1.00 1.00 0.00

PROJECT SUMMARY You render it via OpenGL