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 – light particles travel in straight lines – light particles do not interact with each other – describes: emission, reflection/refraction, absorption [Stam et al., 1996] al., et [Stam
computer graphics • rendering equation © 2009 fabio pellacini • 4 models of light
• wave optics – light particles interact with each other – describes: diffraction, interference, polarization [Gondek et al., 1997] al., et [Gondek
computer graphics • rendering equation © 2009 fabio pellacini • 5 models of light
• quantum optics – light particles are like any other quantum particles – captures: fluorescence, phosphorescence [Glassner et al., 1997] al., et [Glassner
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 – depends on position and direction (5D) , Bekaert, Bala] Bala] Bekaert, , é [Dutr
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
• formulation between two points , Bekaert, Bala] Bala] Bekaert, , é [Dutr
computer graphics • rendering equation © 2009 fabio pellacini • 13 radiance properties
• invariance on straight paths in vacuum – from energy conservation
• corollary: radiance does not change with distance [Shirley] [Shirley]
computer graphics • rendering equation © 2009 fabio pellacini • 14 material properties
• materials differ in the way they scatter energy – need physical description of light scattering , Bekaert, Bala] Bala] Bekaert, , é [Dutr
computer graphics • rendering equation © 2009 fabio pellacini • 15 BRDF
• bidirectional surface distribution function , Bekaert, Bala] Bala] Bekaert, , é [Dutr
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 hemispherical formulation , Bekaert, Bala] Bala] Bekaert, , é [Dutr
computer graphics • rendering equation © 2009 fabio pellacini • 20 intuition behind rendering equation [Bala] [Bala] x x
computer graphics • rendering equation © 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 visible point formulation , Bekaert, Bala] Bala] Bekaert, , é [Dutr computer graphics • rendering equation © 2009 fabio pellacini • 24 area formulation
• compute solid angle visible from x to y , Bekaert, Bala] Bala] Bekaert, , é [Dutr 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 area formulation , Bekaert, Bala] Bala] Bekaert, , é [Dutr computer graphics • rendering equation © 2009 fabio pellacini • 27 transport formulation , Bekaert, Bala] Bala] Bekaert, , é [Dutr computer graphics • rendering equation © 2009 fabio pellacini • 28 transport formulation [CornellPCG]
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
• capture realistic appearance is necessary [CornellPCG]
computer graphics • rendering equation © 2009 fabio pellacini • 36 diffuse BRDF
• light is reflected equally in all directions , Bekaert, Bala] Bala] Bekaert, , é [Dutr
computer graphics • rendering equation © 2009 fabio pellacini • 37 diffuse BRDF
• Lambertian shading model motivation
computer graphics • rendering equation © 2009 fabio pellacini • 38 specular BRDF
• light is reflected only in one direction , Bekaert, Bala] Bala] Bekaert, , é [Dutr
computer graphics • rendering equation © 2009 fabio pellacini • 39 glossy BRDFs
• light is reflected in many directions unequally – many models exist , Bekaert, Bala] Bala] Bekaert, , é [Dutr
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?
photograph Phong accurate BRDF [LaFortune et al., 1997] [LaFortuneal., et
computer graphics • rendering equation © 2009 fabio pellacini • 43 glossy BRDFs – modified Phong model
• is modified Phong physically accurate?
Phong
accurate BRDF [LaFortune et al., 1997] [LaFortuneal., et
computer graphics • rendering equation © 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 participating media [Fedkiw et al.] et [Fedkiw
computer graphics • rendering equation © 2009 fabio pellacini • 47 subsurface scattering [Jensen et al.] et [Jensen
computer graphics • rendering equation © 2009 fabio pellacini • 48 subsurface scattering [Jensen] [Jensen]
computer graphics • rendering equation © 2009 fabio pellacini • 49 subsurface scattering [Jensen et al.] et [Jensen
computer graphics • rendering equation © 2009 fabio pellacini • 50