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Logistics About the readings: Intro to Light Undergrads: Due - PDF document

Logistics About the readings: Intro to Light Undergrads: Due Friday by midnight Grads: Due Mon/Wed by midnight If the dropbox is closedplease e-mail. Logistics Plan for today Reminder Intro to light Project


  1. Logistics  About the readings: Intro to Light  Undergrads: Due Friday by midnight  Grads: Due Mon/Wed by midnight  If the dropbox is closed…please e-mail. Logistics Plan for today  Reminder  Intro to light  Project Proposals due Monday  Ray tracing basics  Checkpoint #2 – Raytracing through a  Raytracer Checkpoint 1 due Wednesday. camera model  Hey, that’s today! Photography and Light Computer Graphics as Virtual Photography pho•tog•ra•phy, n ., the process or art of real camera photo Photographic Photography: scene (captures processing print producing images of objects by the action of light) light on a sensitized surface, e.g., a film in a camera. processing Photography = writing with light camera Computer 3D tone synthetic model Graphics: models reproduction image (focuses simulated lighting) 1

  2. Light Light -- What it is  Why important? (photorealistic  Electromagnetic radiation images!) induction radio ultra gamma secondary  What it is power infrared x-rays heating waves violet rays cosmic rays 10 10 10 8 10 16 10 14 10 12 10 6 10 4 10 2 10 -2 10 -4 10 -6 10 -8 1  How it is measured Wavelength visible light (nm)  Radiometric Red 700 nm orange 650 nm yellow 600 nm  Photometric green 550 nm blue 450 nm violet 400 nm  How it behaves Light -- How it is measured Light – Radiant Flux Radiometric Units  Light is radiant energy  Radiant Flux ( Φ -Radiant Power/Watt)  Measure in Joules ( Q )  Amount of energy / unit time  One joule is the equivalent of one watt  Joules ( Q ) per second of power radiated or dissipated for one second. dQ  CG uses particle model of light Φ =  Light travels in localized particles or wave dt packets . Light – Radiant Flux Density Light -- Irradiance  Irradiance ( E ) – radiant flux density coming in  Radiant Flux Density (Irradiance/Radiant Exitance)  Amount of flux per unit area arriving at or leaving d Φ from a point on the surface E =  Measured in Watts / m 2 dA  (Remember a Watt is Joules/sec.) dA 2

  3. Light – Radiant Exitance Light -- Radiance  Radiant exitance ( M ) - radiant flux leaving  Radiance ( L ) the surface  Flux arriving at or leaving from a given point or surface in a given direction . d �  Measured in Watts / m 2 / steradian M = d 2 Φ dA L = dA dA(d ω cos θ ) steradian Light -- How it is measured Light – Radiant Intensity  Steradian (sr) - Standard International unit of  Radiant Intensity ( I ) – point source solid angular measure. There are 4 pi  Amount of radiant flux in a given direction steradians in a complete sphere – (See  Watts / steradian  Point light sources http://whatis.techtarget.com/definition/0,289893,sid9_g ci528813,00.html) d Φ = I d ω is the d ω measurement of the cone size Light – Measurement Light -- How it is measured Summary Photometric Units  Photometry measures visible light according  Radiant Flux - energy / time - ( Joules/sec ) to the sensitivity of human eye:  Radiant Flux Density - total flux entering ( irradiance ) or leaving ( radiant excitance ) a point  Cones: blue – short, green – medium, red – long or surface - ( Watts/m 2 )  Rods: low illumination  Radiance - total flux entering or leaving a point or  Eye sensitivity varies with wavelength, e.g.., green surface in a given direction - ( Watts/m 2 / steradian ) light appears brighter than red/blue of same intensity!  Radiant intensity - flux in a given direction for  So, photometric units are radiometric units point light sources - ( Watts/steradian ) scaled by the luminosity function  All measures can vary with wavelength!!!  Same concepts -> different units 3

  4. Light – CIE Luminous Efficiency Curve Light – Photometric Units 120  Luminous Flux - energy / time - ( lumen ) % Efficiency 100  Luminous Flux Density - total flux entering or 80 60 leaving a point or surface - ( lux = lumen/m 2 ) 40  Luminance - total flux entering or leaving a point or 20 surface in a given direction - ( nit = 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 7 0 2 5 7 0 2 5 7 0 2 5 7 0 2 5 lumen/m 2 /steradian ) 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 Wavelength  Luminance intensity - flux in a given direction for  Created using perception matching brightness of point light sources - ( candela = lumen / steridian ) monochromatic light at different wavelengths  All scaled by CIE Luminous Efficiency Curve  Provides weighting curve/function used to convert from radiometric to photometric measurements Light -- How it is measured Light -- How it behaves  Example  Reflection  Absorption  The luminance at a surface due to a blue light of a given intensity would be less than  Refraction the luminance at the same surface due to a  Scattering yellow light of the same intensity.  Diffraction / Interference  Why? Humans perceive yellow light to be brighter than blue light  All can be wavelength dependent!!! Light - Reflection Light - Absorption  What is not reflected, can be absorbed  Angle of incidence = Angle of reflectance  Perfect mirror surface � � r i 4

  5. Light - Refraction Light interactions  Bending of light as it travels through different  …at the wavelength level media  Scattering η sin θ = η sin θ  Diffraction i i t t d � n i � i  Interference η t θ t t η Where and are the indices of refraction. � i t ( http://www.physics.northwestern.edu/ugrad/vpl/optics/snell. html ) Light - Scattering Light -- Scattering r r � �  Light is scattered by small particles in its path (e.g.  r << λ total absorption (no scattering) haze, smoke, etc.)  r < λ Rayleigh Scattering  Given by fraction of light with respect to direction  r ≈ λ Mie scattering from particle light impact.  Size of particles are on the order of wavelengths of  r >> λ Geometric optics light. Light – Raleigh Scattering Light – Mie Scattering  Raleigh scattering (smoke / dust ), the  Mie Scattering (haze / fog) probability that the light will scatter in 8 1 cos direction α . � + � � Sparse / hazy P ( ) 1 9 � = + � � 2 � � 3 2 � P ( ) ( 1 cos ) � = + 32 1 cos � + � � Dense / murky 4 P ( ) 1 50 � = + � � 2 � � 5

  6. Atmospheric Light Scattering Mie Scattering  Rayleigh scattering  preferentially scatters light at the wavelength of blue light...  this is what makes Earth skies appear blue  Mie scatter  caused primarily by water vapor, fumes, smoke, and dust  results in red/orange appearance of evening skies www.acclaimimages.com/_gallery/ Light -- How it behaves Light -- How it behaves  Diffraction  Diffraction  Interference  Bending of light around objects  Contributes to soft shadows, color bleeding  Interference  Superimposition of two waves  Accounts for colors in thin films, bubbles, oil slicks, peacock feathers http://www.physik.tu-muenchen.de/ http://sol.sci.uop.edu/ Light -- How it behaves Light – How it behaves  Now that we know how light travels,  And of course… can we simulate this with the goal of  All can be wavelength dependent!!! image synthesis…  Power spectrum of light determines  Enter… color.  Ray Tracing!!!!  Will talk more about color later in the course. 6

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