CS 655 Computer Graphics The Rendering Equation The

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CS 655 – Computer Graphics The Rendering Equation

CS 655 – Computer Graphics The Rendering Equation

The Rendering Equation • Developed by Kajiya in 1986 • An attempt to unify

The Rendering Equation • Developed by Kajiya in 1986 • An attempt to unify rendering so that all rendering has a basic model as a basis • Accounts for all light interactions in an environment

Energy Balance • Outgoing – Incoming = Emitted – Absorbed § The total light

Energy Balance • Outgoing – Incoming = Emitted – Absorbed § The total light energy put into the system must equal the energy leaving the system (usually, via heat). • Outgoing = Emitted + Reflected + Transmitted

Outgoing Energy wo H+ : wi · n(x) < 0 N wir N =

Outgoing Energy wo H+ : wi · n(x) < 0 N wir N = surface normal wo = outgoing energy wir = incoming reflected energy wit = incoming transmitted energy H+ = half space above object H- = half space below object H- : wi · n(x) > 0 wit

Steady State. How come we never notice? How long does it take lighting to

Steady State. How come we never notice? How long does it take lighting to stabilize in a 20 x 10 room with a point light in the center of the room? suppose the room has semi-gloss paint which reflects let's say t 0 turn on light 1. 76098 E-08 light hits far corner 4. 81109 E-08 light travels bounces corner to corner 17. 320508 diagonal distance from light (center of ceiling) to corner 983571056 speed of light (ft/sec) 30 diagonal distance from corner to corner 7. 8612 E-08 light travels corner to corner again 1. 09113 E-07 light travels corner to corner again 1. 39614 E-07 light travels corner to corner again 1. 70115 E-07 light travels corner to corner again 2. 00616 E-07 light travels corner to corner again 2. 31118 E-07 light travels corner to corner again 2. 61619 E-07 light travels corner to corner again 2. 9212 E-07 light travels corner to corner again Single bounce time as freq. TV runs at about 60 hz Ears can hear upto 16, 000 Hz 32, 785, 701. 87 32. 8 gigahertz

Radiosity vs. Radiance vs. Irradiance vs. Radiant Power • Radiant Power: aka flux, energy

Radiosity vs. Radiance vs. Irradiance vs. Radiant Power • Radiant Power: aka flux, energy flowing to/from a surface per unit time (Watt, aka Joule/sec) • Radiance: exiting power per unit area (Watts/m^2) • Irradiance: incoming power per unit area (Watts/m^2) • Radiosity: exiting power per unit projected area per unit solid angle § § Varies with position and direction. Captures the notion of appearance (for a given location and direction).

Radiance • Unit is:

Radiance • Unit is:

Basic Equations Radiant power Incident radiant power at x Exitant radiant power at x

Basic Equations Radiant power Incident radiant power at x Exitant radiant power at x

BRDF • Bidirectional Reflectance Distribution Function § A measurement of the amount of energy

BRDF • Bidirectional Reflectance Distribution Function § A measurement of the amount of energy being distributed about all directions from a point.

Diffuse BRDF • Light is reflected equally in all directions

Diffuse BRDF • Light is reflected equally in all directions

Specular BRDF • Light is reflected only in one direction

Specular BRDF • Light is reflected only in one direction

Glossy BRDF • Light is reflected unequally in many directions • Several models exist

Glossy BRDF • Light is reflected unequally in many directions • Several models exist that attempt to represent glossy BRDFs.

Phong Model

Phong Model

Blinn - Phong Model

Blinn - Phong Model

Modified Blinn - Phong Model

Modified Blinn - Phong Model

Outgoing Energy wo H+ : wi · n(x) < 0 N wir Outgoing =

Outgoing Energy wo H+ : wi · n(x) < 0 N wir Outgoing = Emitted + Reflected + Transmitted wit H- : wi · n(x) > 0

Outgoing Energy Outgoing = Emitted + Reflected + Transmitted

Outgoing Energy Outgoing = Emitted + Reflected + Transmitted

Outgoing Energy Outgoing = Emitted + Reflected + Transmitted

Outgoing Energy Outgoing = Emitted + Reflected + Transmitted

Outgoing Energy N wo H+ H wit - wir

Outgoing Energy N wo H+ H wit - wir

The Rendering Equation Unoccluded two point transfer No participating media If occluded, this is

The Rendering Equation Unoccluded two point transfer No participating media If occluded, this is 0 If not occluded, this is the inverse square of the distance between x and x’ Energy emitted from point x’ that reaches point x

The Rendering Equation The intensity of energy originating from x’’, coming through point x’,

The Rendering Equation The intensity of energy originating from x’’, coming through point x’, and terminating at point x The BRDF

The Rendering Equation • In other words, the transport intensity from x’ to x

The Rendering Equation • In other words, the transport intensity from x’ to x is the sum of the emitted light from x’ that reaches x, plus all of the light from x’’ that eventually gets to x through x’ • We can rewrite the equation as: • Where M is the linear integral operator

Breaking Down the Rendering Equation • Rearranging terms gives:

Breaking Down the Rendering Equation • Rearranging terms gives:

Breaking Down the Rendering Equation Light to x directly from x’ Light from light

Breaking Down the Rendering Equation Light to x directly from x’ Light from light source to x’, then to x Light to x via x’ scattered twice Light to x via x’ scattered three times etc.

Applying the Rendering Equation • Local reflection models: • only the first two terms

Applying the Rendering Equation • Local reflection models: • only the first two terms are used • the ge term is non-zero only for light sources • M operates on e rather than g, so shadows are not computed

Applying the Rendering Equation • Basic ray tracing: • Mo is the sum of

Applying the Rendering Equation • Basic ray tracing: • Mo is the sum of the reflection and refraction terms • the geo gives shadows, but only for point light sources • Ambient lighting is accounted for in e • M is generally approximated by a small sum