Radiometry and Light Transport FRS 123, Fall 2006 Overview • Radiometry and photometry • Illumination • Shadows • Light transport • Global vs. local reflectance Radiometric Units • Light is a form of energy – measured in Joules (J) • Power: energy per unit time – Measured in Joules/sec = Watts (W) – Also called Radiant Flux (F) Point Light Source in a Direction • Total radiant flux in Watts • How to define angular dependence? – Solid angle Solid angle dw Digression – Solid Angle • Angle in radians Length l Angle q = l/r • Solid angle in steradians Area A Solid angle w = A/r2 Point Light Source in a Direction • Total radiant flux in Watts • How to define angular dependence? – Solid angle Area dA Solid angle dw = dA/r2 • Radiant flux per unit solid angle – Measured in Watts per steradian (W/sr) Light Falling on a Surface • Power per unit area – Irradiance (E) – Measured in W/m2 • Move surface away from light – Inverse square law: E ~ 1/r2 • Tilt surface away from light – Cosine law: E ~ n · l Light Emitted from a Surface in A Direction • Power per unit area per unit solid angle – Radiance (L) – Measured in W/m2/sr – Projected area – perpendicular to given direction dw dA dF L dA dw • Cameras measure radiance! Radiometry vs. Photometry • These are all physical (radiometric) units • Don’t take perception into account • Eye sensitive to different colors l (nm) 400 700 (blue) (red) Photometric Units • Take human perception into account • Original unit: candle – Luminous intensity equal to a “standard candle” • Today: one of the base SI units – One candela (cd) is the luminous intensity of a source producing 1/683 W/sr at 540 1012 Hz. (555 nm., “green”) Radiometric and Photometric Units Radiant energy Joule (J) Radiant flux or power (F) Watt (W) = J / sec Radiant intensity (I) W / sr Irradiance (E) W / m2 Radiance (L) W / m2 / sr Radiosity (B) Luminous energy Talbot Luminous power Lumen (lm) = talbot / sec = cd · sr Luminous intensity Candela (cd) Illuminance Lux = lm / m2 Luminance Nit = lm / m2 / sr Luminosity Direct Illumination F E ? A A Direct Illumination F E ? A F Iw I w A Direct Illumination I n̂ l̂ r A F E ? A F Iw A (nˆ ˆl ) w r2 I (nˆ ˆl ) E 2 r Diffuse vs. Specular Materials • Diffuse surfaces reflect light evenly • Appearance solely dependent on 1/r2 and cosine law Diffuse vs. Specular Materials • Specular reflection resembles mirror reflection • Maximum reflectance along mirroring direction • Reflectance dependent on viewer • Materials often mixtures of diffuse and specular Shadows • What color has a shadow? • Which shape has a shadow? • What is a penumbra? • Shadows depend on – Shape and intensity of light source – Shape of occluder Shadows • Point light source illumination – Hard shadow – Perspective projection of occluder Shadows • Directional illumination – Hard shadow – Orthographic projection of occluder Shadows • Hard shadows appear nonnatural • In reality, few directional or point light sources Shadows • Real light sources have a spatial extent • Causes soft shadows: umbra / penumbra Shadows Woo 1990 Shadows Woo 1990 Light Transport Ignoring area light sources Jensen Light Transport added soft shadows Jensen Light Transport added caustics Jensen Light Transport added indirect diffuse illumination Jensen Light Path Types Path Types? Jensen Path Types? Debevec Path Types? Jensen Path Types? RenderPark Global vs. Local Reflectance • Two general classes of path types • Direct reflection (local) – Single reflective bounce toward camera • Complex light path (global) – Indirect illumination, specular interreflection, subsurface scattering, participating media, … • If we could separate these two in photographs, we could learn more about light transport… Global vs. Local Illumination [KRISHNAN 2006] Global vs. Local Reflectance • Photographic separation of both components [KRISHNAN 2006] Global vs. Local Reflectance • Photographic separation of both components [KRISHNAN 2006] Global vs. Local Reflectance Recipe: • Spatially modulate light source (50% occlusion) • Take many images with different modulation • For each observed scene point: consider Imax , Imin = maximum and minimum intensity • Intensities due to global and local reflectance are: – Iglobal = 2 Imin – Ilocal = Imax – Imin Global vs. Local Reflectance • Many ways to structure illumination Interreflection [KRISHNAN 2006] Interreflection [KRISHNAN 2006] Interreflection [KRISHNAN 2006] Subsurface Scattering [KRISHNAN 2006] Subsurface Scattering [KRISHNAN 2006] Subsurface Scattering [KRISHNAN 2006] Volumetric Scattering [KRISHNAN 2006] Volumetric Scattering [KRISHNAN 2006] Volumetric Scattering [KRISHNAN 2006] Diffuse Translucency [KRISHNAN 2006] Diffuse Translucency [KRISHNAN 2006] Diffuse Translucency [KRISHNAN 2006] Roses, … [KRISHNAN 2006] Roses, … [KRISHNAN 2006] Roses, … [KRISHNAN 2006] … Peppers, … [KRISHNAN 2006] … Peppers, … [KRISHNAN 2006] … Peppers, … [KRISHNAN 2006] … Skin, … [KRISHNAN 2006] … Skin, … [KRISHNAN 2006] … Skin, … [KRISHNAN 2006] … Bread, … [KRISHNAN 2006] … Bread, … [KRISHNAN 2006] … Bread, … [KRISHNAN 2006] … And A Complex Scene [KRISHNAN 2006] … And A Complex Scene [KRISHNAN 2006] … And A Complex Scene [KRISHNAN 2006] Summary and Outlook • Scene appearance is determined by light transport • Light paths often utterly complex • Computer graphics try to approximate realistic light transport • Painters rather use heuristics and careful observation to obtain realism