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The Rendering Equation
CS 655 – Computer Graphics The Rendering Equation
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The Rendering Equation
Developed by Kajiya in 1986 An attempt to unify rendering so that all rendering has a basic model as a basis Accounts for all light interactions in an environment
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Energy Balance Outgoing – Incoming = Emitted – Absorbed
The total light energy put into the system must equal the energy leaving the system (usually, via heat). Outgoing = Emitted + Reflected + Transmitted
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Outgoing Energy wo H+ : wi · n(x) < 0 N wir N = surface normal
wo = outgoing energy wir = incoming reflected energy wit = incoming transmitted energy H- : wi · n(x) > 0 H+ = half space above object wit H- = half space below object
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Steady State. How come we never notice?
How long does it take lighting to stabilize in a 20x20x10 room with a point light in the center of the room? suppose the room has semi-gloss paint which reflects let's say t turn on light diagonal distance from light (center of ceiling) to corner E-08 light hits far corner speed of light (ft/sec) E-08 light travels bounces corner to corner 30 diagonal distance from corner to corner 7.8612E-08 light travels corner to corner again E-07 E-07 E-07 E-07 E-07 E-07 2.9212E-07 Single bounce time as freq. 32,785,701.87 32.8 gigahertz TV runs at about 60 hz Ears can hear upto 16,000 Hz
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Radiosity vs. Radiance vs. Irradiance vs. Radiant Power
Radiant Power: aka flux, energy flowing to/from a surface per unit time (Watt, aka Joule/sec) Radiance: exiting power per unit area (Watts/m^2) Irradiance: incoming power per unit area (Watts/m^2) Radiosity: exiting power per unit projected area per unit solid angle Varies with position and direction. Captures the notion of appearance (for a given location and direction).
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Radiance Unit is:
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Basic Equations Radiant power Incident radiant power at x
Exitant radiant power at x
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BRDF Bidirectional Reflectance Distribution Function
A measurement of the amount of energy being distributed about all directions from a point.
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Diffuse BRDF Light is reflected equally in all directions
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Specular BRDF Light is reflected only in one direction
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Glossy BRDF Light is reflected unequally in many directions
Several models exist that attempt to represent glossy BRDFs.
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Phong Model
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Blinn - Phong Model
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Modified Blinn - Phong Model
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Outgoing Energy wo H+ : wi · n(x) < 0 N wir H- : wi · n(x) > 0
Outgoing = Emitted + Reflected + Transmitted H- : wi · n(x) > 0 wit
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Outgoing Energy Outgoing = Emitted + Reflected + Transmitted
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Outgoing Energy Outgoing = Emitted + Reflected + Transmitted
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Outgoing Energy wo N H+ wir H- wit
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The Rendering Equation
Unoccluded two point transfer No participating media If occluded, this is 0 If not occluded, this is the inverse square of the distance between x and x’ Energy emitted from point x’ that reaches point x
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The Rendering Equation
The intensity of energy originating from x’’, coming through point x’, and terminating at point x The BRDF
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The Rendering Equation
In other words, the transport intensity from x’ to x is the sum of the emitted light from x’ that reaches x, plus all of the light from x’’ that eventually gets to x through x’ We can rewrite the equation as: Where M is the linear integral operator
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Breaking Down the Rendering Equation
Rearranging terms gives:
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Breaking Down the Rendering Equation
Light to x directly from x’ Light from light source to x’, then to x Light to x via x’ scattered twice Light to x via x’ scattered three times etc.
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Applying the Rendering Equation
Local reflection models: only the first two terms are used the ge term is non-zero only for light sources M operates on e rather than g, so shadows are not computed
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Applying the Rendering Equation
Basic ray tracing: Mo is the sum of the reflection and refraction terms the geo gives shadows, but only for point light sources Ambient lighting is accounted for in e M is generally approximated by a small sum
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