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rendering equation computer graphics • rendering equation © 2009 fabio pellacini • 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer graphics • rendering equation © 2009 fabio pellacini • 2 physically-based rendering • advantages – predictive simulation • can be used for architecture, engineering, … – photorealistic • if simulation if correct, images will look real • disadvantages – (really) slow • simulation of physics is computationally very expensive – need accurate geometry, materials and lights • otherwise just a correct solution to the wrong problem computer graphics • rendering equation © 2009 fabio pellacini • 3 models of light • geometric optics [Stam et al., 1996] – light particles travel in straight lines – light particles do not interact with each other – describes: emission, reflection/refraction, absorption computer graphics • rendering equation © 2009 fabio pellacini • 4 models of light • wave optics [Gondek et al., 1997] – light particles interact with each other – describes: diffraction, interference, polarization computer graphics • rendering equation © 2009 fabio pellacini • 5 models of light • quantum optics [Glassner et al., 1997] – light particles are like any other quantum particles – captures: fluorescence, phosphorescence computer graphics • rendering equation © 2009 fabio pellacini • 6 rendering equation • describe physical behavior of light in vacuum filled with objects – based on geometric optics principles – can be extended to describe participating media – can be extended to describe wavelenght dep. computer graphics • rendering equation © 2009 fabio pellacini • 7 power and irradiance • power: energy per unit time – measured in Watts = Joules/sec • irradiance: power per unit area – measured in Watts/meter2 computer graphics • rendering equation © 2009 fabio pellacini • 8 radiance • power per unit projected area and solid angle [Dutré, Bekaert, Bala] – depends on position and direction (5D) computer graphics • rendering equation © 2009 fabio pellacini • 9 radiance most sensors readings (and your eyes) are proportional to radiance computer graphics • rendering equation © 2009 fabio pellacini • 10 radiance notation • notation follows [Dutré, Bekaert, Bala] • radiance leaving from point x in direction Θ • radiance coming to point x from direction Ψ • solid angle for a direction Ψ • in general computer graphics • rendering equation © 2009 fabio pellacini • 11 radiance • radiance is a function of wavelenght • in practice, write equations for RGB – we will use simplified notation without carry around the wavelength explicitly computer graphics • rendering equation © 2009 fabio pellacini • 12 radiance [Dutré, Bekaert, Bala] • formulation between two points computer graphics • rendering equation © 2009 fabio pellacini • 13 radiance properties • invariance on straight paths in vacuum – from energy conservation [Shirley] • corollary: radiance does not change with distance computer graphics • rendering equation © 2009 fabio pellacini • 14 material properties • materials differ in the way they scatter energy [Dutré, Bekaert, Bala] – need physical description of light scattering computer graphics • rendering equation © 2009 fabio pellacini • 15 BRDF [Dutré, Bekaert, Bala] • bidirectional surface distribution function computer graphics • rendering equation © 2009 fabio pellacini • 16 BRDF properties • reciprocity • energy conservation computer graphics • rendering equation © 2009 fabio pellacini • 17 hemispherical formulation • need outgoing radiance in a given direction – from BRDF definition – determine reflected radiance Lr by integration over all incoming light computer graphics • rendering equation © 2009 fabio pellacini • 18 hemispherical formulation • need outgoing radiance in a given direction – also consider light spontaneously emitted by surface – total radiance is the sum of emitted and reflected computer graphics • rendering equation © 2009 fabio pellacini • 19 [Dutré, Bekaert, Bala] hemispherical formulation computer graphics • rendering equation © 2009 fabio pellacini • 20 [Bala] intuition behind rendering equation x computer graphics • rendering equation x © 2009 fabio pellacini • 21 intuition behind rendering equation integral equation indicates radiance at equilibrium computer graphics • rendering equation © 2009 fabio pellacini • 22 visible point formulation • point visible from x in direction Ψ • since energy is conserved in vacuum • by substituting previous values in rendering eq. computer graphics • rendering equation © 2009 fabio pellacini • 23 [Dutré, Bekaert, Bala] visible point formulation computer graphics • rendering equation © 2009 fabio pellacini • 24 area formulation [Dutré, Bekaert, Bala] • compute solid angle visible from x to y computer graphics • rendering equation © 2009 fabio pellacini • 25 area formulation • by changing domain from hemisphere to scene – and introducing explicit visibility evaluation V computer graphics • rendering equation © 2009 fabio pellacini • 26 [Dutré, Bekaert, Bala] area formulation computer graphics • rendering equation © 2009 fabio pellacini • 27 [Dutré, Bekaert, Bala] transport formulation computer graphics • rendering equation © 2009 fabio pellacini • 28 [Cornell PCG] transport formulation computer graphics • rendering equation © 2009 fabio pellacini • 29 direct and indirect illum. formulation • direct illumination: radiance reaching a surface directly from the light – often efficient to sample using area formulation • indirect illumination: radiance reaching a surface after bouncing at least once on another surface – often efficient to sample using hemisphere formulation computer graphics • rendering equation © 2009 fabio pellacini • 30 direct and indirect illum. formulation computer graphics • rendering equation © 2009 fabio pellacini • 31 direct illumination formulation rewrite in area formulation computer graphics • rendering equation © 2009 fabio pellacini • 32 indirect illumination formulation since computer graphics • rendering equation © 2009 fabio pellacini • 33 hemispherical integration • 2D square • 2D hemisphere computer graphics • rendering equation © 2009 fabio pellacini • 34 materials computer graphics • rendering equation © 2009 fabio pellacini • 35 physically-based materials [Cornell PCG] • capture realistic appearance is necessary computer graphics • rendering equation © 2009 fabio pellacini • 36 diffuse BRDF [Dutré, Bekaert, Bala] • light is reflected equally in all directions computer graphics • rendering equation © 2009 fabio pellacini • 37 diffuse BRDF • Lambertian shading model motivation computer graphics • rendering equation © 2009 fabio pellacini • 38 specular BRDF [Dutré, Bekaert, Bala] • light is reflected only in one direction computer graphics • rendering equation © 2009 fabio pellacini • 39 glossy BRDFs • light is reflected in many directions unequally [Dutré, Bekaert, Bala] – many models exist computer graphics • rendering equation © 2009 fabio pellacini • 40 glossy BRDFs – Phong and Blinn models • Phong model • Blinn-Phong model • issues: – non reciprocal – non energy conserving computer graphics • rendering equation © 2009 fabio pellacini • 41 glossy BRDFs – modified Blinn-Phong model • modified Blinn-Phong model • energy conservation computer graphics • rendering equation © 2009 fabio pellacini • 42 glossy BRDFs – modified Phong model • is modified Phong physically accurate? Phong accurate BRDF [LaFortune et al., 1997] photograph computer graphics • rendering equation © 2009 fabio pellacini • 43 glossy BRDFs – modified Phong model • is modified Phong physically accurate? accurate BRDF computer graphics • rendering equation [LaFortune et al., 1997] Phong © 2009 fabio pellacini • 44 glossy BRDFs – better models • analytic model – physically motivated – hard to capture every material • data-driven – measure light reflectance – encode in lookup table or fit – resample when rendering computer graphics • rendering equation © 2009 fabio pellacini • 45 extending the rendering equation computer graphics • rendering equation © 2009 fabio pellacini • 46 [Fedkiw et al.] participating media computer graphics • rendering equation © 2009 fabio pellacini • 47 [Jensen et al.] subsurface scattering computer graphics • rendering equation © 2009 fabio pellacini • 48 [Jensen] subsurface scattering computer graphics • rendering equation © 2009 fabio pellacini • 49 [Jensen et al.] subsurface scattering computer graphics • rendering equation © 2009 fabio pellacini • 50