Rendering Area Sources D.A. Forsyth



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Rendering Area Sources D.A. Forsyth

Point source model is unphysical Because imagine source surrounded by big sphere, radius R small sphere, radius r each point on each sphere gets exactly the same brightness! This means our unit of brightness either depends on the distance to the source, which is weird does not conserve energy, which is worse We do this because, in practice, pictures look OK we re doing graphics, not physical simulation but better physics will lead to better pictures Area sources Caustics

Area sources Examples: diffuser boxes, white walls. The intensity at a point due to an area source is obtained by adding up the contribution of source elements

Area Source Shadows

Photo by Reiner Kraft

Terminology In the real world, most surfaces have light leaving them otherwise you couldn t see them Luminaires surfaces that produce light i.e. some (not all) of the light leaving them is internally generated chemistry, physics, etc. eg lightbulb, diffuser box, etc. notice we might model a lampshade as a luminaire even though the light comes from the bulb

Terminology Radiosity - total power emitted by a surface, per unit area, irrespective of direction contains terms due to reflection and due to emitted light eg diffuser box appropriate unit for describing intensity of diffuse surfaces Usually written B(x)

Terminology Exitance total internally generated power emitted by a surface, per unit area, irrespective of direction non-zero only for luminaires things that make light internally appropriate unit for describing intensity of diffuse luminaires Usually written E(x)

Foreshortening Imagine two patches, S (source) and T (target) Power=(Energy/Time) travels from source to target All S knows about T is what T looks like at S so any target that looks the same at S should get the same power T1, T2, T3, must receive the same total power from S T3 T2 T1 S

Solid Angle By analogy with angle (in radians) The solid angle subtended by a patch area da is given by dω = dacosϑ r 2

Foreshortening Power received from S depends on how big S looks to T in the drawing, T1 sees big S, T2 sees small s T1 must get more T1 T2 S

Apparent area S has area da T1 sees an S with area T2 sees an S with area da cos θ 1 da cos θ 2 T1 T2 2 S

Transmitted power (power density at S)(solid angle) (apparent area of S) E(x) π cos θt r 2 da t (cos θs da s ) S S, area das Exitance E T distance r T, area dat

Radiosity due to an area source Assume source has B=E receiver has E=0 doesn t reflect Vis(x, u)=1 if x can see u 0 otherwise Derive later what do we do with it? B(x) =ρ(x) S cos θ i cos θ s πr 2 Vis(x, u)e(u)da s

Natural algorithm for area sources Recall: if x i p(x) 1 N then N i=1 f(x i) f(x)p(x)dx Draw random samples u_i on source. Let p(u) be uniform on the area source p(u)=1/a then use: B(x) =ρ(x) ρ(x) A N i S cos θ i cos θ s πr 2 Vis(x, u)e(u)da s cos θ i cos θ s πr 2 Vis(x, u i )E(u i )

Shading with an area source Now we compute the diffuse term at each point by cast N rays to area source for each ray, test shadow (this is Vis(x, u)) compute average Options, comments shadow cache, ray speedup becomes a big deal different random points on area source for each shading point same points on area source for each shading point noise is now correlated, but slightly faster stratified sampling of area source

Texture maps and ray tracing Simple cases first Assume surface is parametric intersection point yields parameters query texture map at parameter points for texture value Issue: curved surface distorts texture map

Texture maps for triangles Triangle has 3 vertices parametric form: s (p1-p0)+ t(p2-p0)+p2 procedure: find intersection point compute s, t by solving linear system albedo at this point is albedo map (s, t) Texture map distorts we can fix this if we know q0, q1, q2 coordinates of triangle on texture map plane

Texture maps for spheres Parametric sphere R(cos s cos t, cos s sin t, sin s) We need to know where the north pole is yields s from intersection point where some point on the equator is yields t from intersection point this s, t map distorts area adjust map to account for distortions

Specular - diffuse transfer Mirror Source Diffuse surface Focal pointt Diffuse surface

Specular-diffuse transfer Mirror Source Diffuse surface Focal pointt Diffuse surface

Specular-diffuse transfer Source Mirror Diffuse surface Focal pointt Diffuse surface Hard to render, because it is hard to find the ray leaving the patch that finds the light source

Specular-diffuse transfer creates important effects; curved surfaces can collect light into caustics

Transmissive - diffuse transfer Light source Eye point Diffuse surface Again, hard to find the ray leaving the patch that finds the light source

Transmissive-diffuse transfer creates important effects; curved surfaces can collect light into caustics

Transmissive-diffuse transfer creates important effects; curved surfaces can collect light into caustics

Trasmissive - diffuse transfer creates important effects; curved surfaces can collect light into caustics

Diffuse-diffuse transfer Light Focal point

Diffuse-diffuse transfer Light Focal point Again, hard to render because many paths are important, even more are not most do not reach the light we don t know how to find the important ones

Ray tracing

Path tracing reference

Rendering specular-diffuse transfer We must now cast rays from the light these rays undergo specular reflection but we don t compute shading - these rays model photons when they arrive at a diffuse surface, they stop and leave a record for the moment, in a map like a texture map Then cast rays from the eye shading computation: old shading computation + contribution from map Practical questions which rays do we cast from the light? (towards specular objects)