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Computer Graphics - Light Transport - Philipp Slusallek LIGHT 2 What is Light ? Electro-magnetic wave propagating at speed of light 3 What is Light ? [Wikipedia] 4 What is Light ? Ray Linear propagation Geometrical optics


  1. Computer Graphics - Light Transport - Philipp Slusallek

  2. LIGHT 2

  3. What is Light ? • Electro-magnetic wave propagating at speed of light 3

  4. What is Light ? [Wikipedia] 4

  5. What is Light ? • Ray – Linear propagation – Geometrical optics • Vector – Polarization – Jones Calculus : matrix representation • Wave – Diffraction, interference – Maxwell equations : propagation of light • Particle – Light comes in discrete energy quanta: photons – Quantum theory : interaction of light with matter • Field – Electromagnetic force: exchange of virtual photons – Quantum Electrodynamics (QED) : interaction between particles 5

  6. What is Light ? • Ray – Linear propagation – Geometrical optics • Vector – Polarization – Jones Calculus : matrix representation • Wave – Diffraction, interference – Maxwell equations : propagation of light • Particle – Light comes in discrete energy quanta: photons – Quantum theory : interaction of light with matter • Field – Electromagnetic force: exchange of virtual photons – Quantum Electrodynamics (QED) : interaction between particles 6

  7. Light in Computer Graphics • Based on human visual perception – Macroscopic geometry (  Reflection Models) – Tristimulus color model (  Human Visual System) – Psycho-physics: tone mapping, compression, … (  RIS course) • Ray optic assumptions – Macroscopic objects – Incoherent light – Light: scalar, real-valued quantity – Linear propagation – Superposition principle: light contributions add, do not interact – No attenuation in free space • Limitations – No microscopic structures ( ≈ λ ): diffraction, interference – No polarization – No dispersion, … 7

  8. Angle and Solid Angle • The angle θ (in radians) subtended by a curve in the plane is the length of the corresponding arc on the unit circle: l = θ r = θ • The solid angle Ω , d ω subtended by an object is the surface area of its projection onto the unit sphere – Units for measuring solid angle: steradian [sr] (dimensionless) 8

  9. Solid Angle in Spherical Coords • Infinitesimally small solid angle d ω – 𝑒𝑣 = 𝑠 𝑒𝜄 – 𝑒𝑤 = 𝑠´ 𝑒Φ = 𝑠 sin 𝜄 𝑒Φ dv – 𝑒𝐵 = 𝑒𝑣 𝑒𝑤 = 𝑠 2 sin 𝜄 𝑒𝜄𝑒Φ du 𝑒𝐵 𝑠 2 = sin 𝜄 𝑒𝜄𝑒Φ – 𝑒𝜕 = • Finite solid angle r’ dA θ d θ r d ω 1 d Φ Φ 9

  10. Solid Angle for a Surface • The solid angle subtended by a small surface patch S with area dA is obtained (i) by projecting it orthogonal to the vector r from the origin: 𝑒𝐵 𝑑𝑝𝑡 𝜄 d𝐵 cos 𝜄 and (ii) dividing by the squared distance to the origin : d𝜕 = 𝑠 2 𝑠⋅ 𝑜 Ω = 𝑠 3 𝑒𝐵 𝑇 10

  11. Radiometry • Definition: – Radiometry is the science of measuring radiant energy transfers. Radiometric quantities have physical meaning and can be directly measured using proper equipment such as spectral photometers. • Radiometric Quantities – Energy [J] Q (#Photons x Energy = 𝑜 ⋅ ℎ𝜉 ) – Radiant power Φ [watt = J/s] (Total Flux) – Intensity [watt/sr] I (Flux from a point per s.angle) – Irradiance [watt/m 2 ] E (Incoming flux per area) – Radiosity [watt/m 2 ] B (Outgoing flux per area) [watt/(m 2 sr)] – Radiance L (Flux per area & proj. s. angle) 11

  12. Radiometric Quantities: Radiance • Radiance is used to describe radiant energy transfer • Radiance L is defined as – The power (flux) traveling through some point x – In a specified direction ω = (θ, φ) – Per unit area perpendicular to the direction of travel – Per unit solid angle • Thus, the differential power 𝒆 𝟑 𝚾 radiated through the ω differential solid angle 𝒆𝝏 , from the projected differential area 𝒆𝑩 𝒅𝒑𝒕 𝜾 is: dA 𝑒 2 Φ = 𝑀 𝑦, 𝜕 𝑒𝐵 cos 𝜄 𝑒𝜕 12

  13. Radiometric Quantities: Irradiance • Irradiance E is defined as the total power per unit area (flux density) incident onto a surface. To obtain the total flux incident to dA , the incoming radiance L i is integrated over the upper hemisphere Ω + above the surface : 𝑒Φ 𝐹 ≡ 𝑒𝐵 𝑒Φ = 𝑀 𝑗 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 𝑒𝐵 Ω + 𝜌 22𝜌 𝐹(𝑦) = 𝑀 𝑗 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 = 𝑀 𝑗 𝑦, 𝜕 cos 𝜄 sin 𝜄 𝑒𝜄𝑒𝜚 Ω + 00 13

  14. Radiometric Quantities: Radiosity • Irradiance E is defined as the total power per unit area Radiosity B (flux density) incident onto a surface. To obtain the total flux exitant from incident to dA , the outgoing radiance L o is integrated over the upper hemisphere Ω + above the surface : 𝑒Φ 𝐶 ≡ 𝑒𝐵 𝑒Φ = 𝑀 𝑝 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 𝑒𝐵 Ω + 𝜌 22𝜌 𝐶(𝑦) = 𝑀 𝑝 (𝑦, 𝜕) cos 𝜄 𝑒𝜕 = 𝑀 𝑝 𝑦, 𝜕 cos 𝜄 sin 𝜄 𝑒𝜄𝑒𝜚 Ω + 00 14

  15. Spectral Properties • Wavelength – Light is composed of electromagnetic waves – These waves have different frequencies and wavelengths – Most transfer quantities are continuous functions of wavelength • In graphics – Each measurement L( x,ω ) is for a discrete band of wavelength only • Often R(ed, long), G(reen, medium), B(lue, short) (but see later) 15

  16. Photometry – The human eye is sensitive to a limited range of wavelengths • Roughly from 380 nm to 780 nm – Our visual system responds differently to different wavelengths • Can be characterized by the Luminous Efficiency Function V(λ) • Represents the average human spectral response • Separate curves exist for light and dark adaptation of the eye – Photometric quantities are derived from radiometric quantities by integrating them against this function 16

  17. Radiometry vs. Photometry Physics-based quantities Perception-based quantities 17

  18. Perception of Light  (1 arcminute = 1/60 degrees)  ' r A f l rod sensitive to flux photons / second = flux = energy / time = power (𝚾)  angular extent of rod = resolution (  1 arcminute 2 ) projected rod size = area    2 A l 2 / angular extent of pupil aperture (r  4 mm) = solid angle     2 ' r l   A  L ' flux proportional to area and solid angle   radiance = flux per unit area per unit solid angle L   ' A 2 r          2 L l L const The eye detects radiance As l increases: 0 2 l 18

  19. Brightness Perception   ' r A A ' f l • A ’ > A : photon flux per rod stays constant • A ’ < A : photon flux per rod decreases Where does the Sun turn into a star ?  Depends on apparent Sun disc size on retina  Photon flux per rod stays the same on Mercury, Earth or Neptune  Photon flux per rod decreases when  ’ < 1 arcminute 2 (beyond Neptune) 19

  20. Radiance in Space   d d 2 1 L L 1 2 l dA dA 1 2 Flux leaving surface 1 must be equal to flux arriving on surface 2 𝑀 1 𝑒Ω 1 𝑒𝐵 1 = 𝑀 2 𝑒Ω 2 𝑒𝐵 2 dA dA     From geometry follows 2 1 d d 1 2 2 2 l l  dA dA        Ray throughput 𝑈 : 1 2 T d dA d dA 1 1 2 2 2 l 𝑀 1 = 𝑀 2 The radiance in the direction of a light ray remains constant as it propagates along the ray 20

  21. Point Light Source • Point light with isotropic radiance – Power (total flux) of a point light source • Φ g = Power of the light source [watt] – Intensity of a light source (radiance cannot be defined, no area) • I = Φ g / 4 π [watt/sr] – Irradiance on a sphere with radius r around light source: • E r = Φ g / (4 π r 2 ) [watt/m 2 ] – Irradiance on some other surface A d A  r 𝐹 𝑦 = 𝑒Φ 𝑕 𝑒𝐵 = 𝑒Φ 𝑕 𝑒𝐵 = 𝐽 𝑒𝜕 𝑒𝜕 𝑒𝜕 𝑒𝐵 d  = Φ 𝑕 4𝜌 ⋅ 𝑒𝐵 cos 𝜄 𝑠 2 𝑒𝐵 = Φ 𝑕 4𝜌 ⋅ cos 𝜄 𝑠 2 21

  22. Inverse Square Law Irradiance E: d 2 2 E d d 1 1 2 = 2 E d E 1 2 1 E 2 • Irradiance E : power per m 2 – Illuminating quantity • Distance-dependent – Double distance from emitter: area of sphere is four times bigger • Irradiance falls off with inverse of squared distance – Only for point light sources (!) 22

  23. Light Source Specifications • Power (total flux) Black body radiation (see later) – Emitted energy / time • Active emission size – Point, line, area, volume • Spectral distribution – Thermal, line spectrum • Directional distribution – Goniometric diagram 23

  24. Light Source Classification Radiation characteristics Emitting area • Volume • Directional light – Neon advertisements – Spot-lights – Sodium vapor lamps – Projectors • Area – Distant sources – CRT, LCD display – (Overcast) sky • Diffuse emitters • Line – Torchieres – Clear light bulb, filament – Frosted glass lamps • “Point” • Ambient light – Xenon lamp – Arc lamp – “Photons everywhere” – Laser diode

  25. Sky Light • Sun – Point source (approx.) – White light (by def.) • Sky – Area source – Scattering: blue • Horizon – Brighter – Haze: whitish • Overcast sky – Multiple scattering in clouds – Uniform grey • Several sky models Courtesy Lynch & Livingston are available 25

  26. LIGHT TRANSPORT 26

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