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Illumination and Direct Reflection. Kurt Akeley CS248 Lecture 12 1 November 2007 http://graphics.stanford.edu/courses/cs248-07/. Quantum electrodynamics. We’re not going to talk about this. Our premise. Goals: Communicate, take advantage of human perception, and/or Model reality
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Illumination and Direct Reflection Kurt Akeley CS248 Lecture 12 1 November 2007 http://graphics.stanford.edu/courses/cs248-07/
Quantum electrodynamics We’re not going to talk about this
Our premise Goals: • Communicate, take advantage of human perception, and/or • Model reality Radiative heat-transfer approximation • Treat light as packets of energy (photons) • Model their transport as a flow Simplifications: • Ignore QED effects • Diffraction, interference, polarization, … • Assume geometric optics • Photons travel in straight lines • Intensities can be added
Solid angles Area=1
dA r Radiant Intensity (point source, nonuniform)
Illumination (point source) Of an oriented unit area by a point light source Projected area factor definition n l r cancellation dot product def.
Radiance is distance invariant Sample color value is determined by radiance • Distance doesn’t matter • Intuitively doubling the distance • Reduces the energy from a unit area by factor of 4 • Increases the area “covered” by the sample by a factor of 4 Multi-sample antialiasing filters radiance values Why does a fire feel warmer, but have the same radiance (apparent brightness), when you are closer to it?
Diffuse reflection Scatter proportion • Function of θr • Invariant to θi n Goniometric diagram(Lambertian scatter)
Diffuse reflection prev. slide cancellation
Lambertian radiance n n Goniometric diagram(Lambertian scatter) Lambertian scatter Lambertian Radiance
Isotropic scatter (dusty surface) n n Goniometric diagram(Lambertian scatter) Radiance Isotropic scatter
Retroreflection (2-D) The moon is actually somewhat retroreflective
BRDF Relates • Incoming irradiance to • Outgoing radiance Degrees of freedom • 4 in general (anisotropic) • 3 in isotropic case • Add one for spectral Isotropic:
Anisotropic Texture filtering (2 lectures ago) Surface characteristics
Texture mapping Paints images onto triangles Paints images onto points, lines, and other images Ties the vertex and pixel pipelines together • Rendered images can be used as textures • To modify the rendering of new images • That can be used as textures … Implements general functions of one, two, or three parameters • Specified as 1-D, 2-D, or 3-D tables (aka texture images) • With interpolated (aka filtered) lookup Drives the hardware architecture of GPUs • Multi-thread latency hiding • “shader” programmability Adds many capabilities to OpenGL • Volume rendering • Alternate color spaces • Shadows …
Shading vs. lighting Lighting • Light transport • Interaction of light with surfaces Shading • Interpolation of radiance values • Examples: • Smooth shading (aka Gouraud Shading) • Flat shading (aka constant shading) Shader • Program run per vertex/primitive/fragment • Really more of a “lighter” than a “shader”
Summary Diffuse lighting • Radiance specified by n•l • Cosine fall-off is due to irradiance, not scattering • Many factors are ignored (often even the r2 fall-off) Bidirectional reflectance distribution function (BRDF) • Ratio of reflected radiance to incident irradiance • Integrate over all incident light to get reflected radiance • 5 DOF including spectral information • 3 DOF for isotropic, non-spectral Texture mapping is a powerful, general-purpose mechanism • It’s not just painting pictures onto triangles!
Assignments Next lecture: Z-buffer Reading assignment for Tuesday’s class • FvD 15.1 through 15.5