Digital Image Synthesis Yung-Yu Chuang 10/19/2006

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Digital Image Synthesis Yung-Yu Chuang 10/19/2006 Color and Radiometry Digital Image Synthesis Yung-Yu Chuang 10/19/2006 with slides by Pat Hanrahan and Matt Pharr

Radiometry Radiometry: study of the propagation of electromagnetic radiation in an environment Four key quantities: flux, intensity, irradiance and radiance These radiometric quantities are described by their spectral power distribution (SPD) Human visible light ranges from 370nm to 730nm

Spectral power distribution 400nm (bluish) 550nm (green) 650nm (red) fluorescent light (日光燈)

Spectral power distribution lemmon skin

Color Need a compact, efficient and accurate way to represent functions like these Find proper basis functions to map the infinite-dimensional space of all possible SPD functions to a low-dimensional space of coefficients For example, B(λ)=1, a bad approximation

Spectrum In core/color.* Not a plug-in, to use inline for performance Spectrum stores a fixed number of samples at a fixed set of wavelengths. Better for smooth functions. #define COLOR_SAMPLE 3 class COREDLL Spectrum { public: <arithmetic operations> private: float c[COLOR_SAMPLES]; ... } Why is this possible? Human vision system We actually sample RGB component-wise + - * / comparison…

Human visual system Tristimulus theory: all visible SPDs can be accurately represented for human observers with three values, xλ, yλ and zλ. The basis are the spectral matching curves, X(λ), Y(λ) and Z(λ).

XYZ basis pbrt has discrete versions (sampled every 1nm) of these bases in core/color.cpp 360 830

XYZ color It’s, however, not good for spectral computation. A product of two SPD’s XYZ values is likely different from the XYZ values of the SPD which is the product of the two original SPDs. Hence, we often have to convert our samples (RGB) into XYZ void XYZ(float xyz[3]) const { xyz[0] = xyz[1] = xyz[2] = 0.; for (int i = 0; i < COLOR_SAMPLES; ++i) { xyz[0] += XWeight[i] * c[i]; xyz[1] += YWeight[i] * c[i]; xyz[2] += ZWeight[i] * c[i]; }

Conversion between XYZ and RGB float Spectrum::XWeight[COLOR_SAMPLES] = { 0.412453f, 0.357580f, 0.180423f }; float Spectrum::YWeight[COLOR_SAMPLES] = { 0.212671f, 0.715160f, 0.072169f float Spectrum::ZWeight[COLOR_SAMPLES] = { 0.019334f, 0.119193f, 0.950227f Spectrum FromXYZ(float x, float y, float z) { float c[3]; c[0] = 3.240479f * x + -1.537150f * y + -0.498535f * z; c[1] = -0.969256f * x + 1.875991f * y + 0.041556f * z; c[2] = 0.055648f * x + -0.204043f * y + 1.057311f * z; return Spectrum(c); }

Basic radiometry pbrt is based on radiative transfer: study of the transfer of radiant energy based on radiometric principles and operates at the geometric optics level (light interacts with objects much larger than the light’s wavelength) It is based on the particle model. Hence, diffraction and interference can’t be easily accounted for.

Basic assumptions about light behavior Linearity: the combined effect of two inputs is equal to the sum of effects Energy conservation: scattering event can’t produce more energy than they started with No polarization: that is, we only care the frequency of light but not other properties No fluorescence or phosphorescence: behavior of light at a wavelength doesn’t affect the behavior of light at other wavelengths Steady state: light is assumed to have reached equilibrium, so its radiance distribution isn’t changing over time.

Fluorescent materials

Flux (Φ) Radiant flux, power Total amount of energy passing through a surface per unit of time (J/s,W)

Irradiance (E) Area density of flux (W/m2) Inverse square law Lambert’s law

Angles and Solid Angles The solid angle subtended by a surface is defined as the surface area of a unit sphere covered by the surface's projection onto the sphere. Þ circle has 2p radians See Fig. 44-6 in Sears and Zemansku Þ sphere has 4p steradians

Intensity (I) Flux density per solid angle Intensity describes the directional distribution of light

Radiance (L) Flux density per unit area per solid angle Most frequently used, remains constant along ray. All other quantities can be derived from radiance

Calculate irradiance from radiance Light meter

Irradiance Environment Maps

Differential solid angles Goal: find out the relationship between dω and dθ, dψ Define S^2

Differential solid angles Goal: find out the relationship between dω and dθ, dψ By definition, we know that Define S^2

Differential solid angles We can prove that Define S^2

Differential solid angles We can prove that Define S^2

Isotropic point source If the total flux of the light source is Φ, what is the intensity?

Isotropic point source If the total flux of the light source is Φ, what is the intensity?

Warn’s spotlight If the total flux is Φ, what is the intensity? If increase s, light becomes more focussed. But still bounded by 1. Thus, it seems like the power should go down. Which it does if we calculate it.

Warn’s spotlight If the total flux is Φ, what is the intensity? If increase s, light becomes more focussed. But still bounded by 1. Thus, it seems like the power should go down. Which it does if we calculate it.

Irradiance: isotropic point source What is the irradiance for this point? See Fig. 44-10 S&Z Here is where I introduce the angle subtended by dA; could draw this better. Show dA and dw on the figure.

Irradiance: isotropic point source Lambert law See Fig. 44-10 S&Z Here is where I introduce the angle subtended by dA; could draw this better. Show dA and dw on the figure. Inverse square law

Irradiance: isotropic point source See Fig. 44-10 S&Z Here is where I introduce the angle subtended by dA; could draw this better. Show dA and dw on the figure.

Photometry Luminance