Radiance Parameters
Radiance Parameters
London, UK
1-3 September 2014
Ambient Calculation
Crash Course
John Mardaljevic
• Radiosity
1000
100
Indirect sky Total illumination
lux [l
Illuminance
10000
1000
100
Direct sun Total illumination
lux [l
Illuminance
10000
1000
100
Indirect sun Total illumination
lux [l
Illuminance
10000
1000
100
Total illumination
Direct sun Direct sky
Illuminance [lux]
10000
Direct sun
1000
100
Indirect sun I
Total illumination
I
1
Total illumination
Ray tracing: forwards or
backwards?
‘Camera’
‘Pixel plane’
rtrace
(a)
Direct
Light
View ray intersects with scene
here. A “shadow ray” is then
sent to determine if this point
of the scene (i.e. pixel) is
illuminated by the light.
‘Camera’
‘Pixel plane’
(b)
Indirect
Light
Hemispherical sampling initiated
here. Where a ray intersects
here. A “shadow ray” is then
sent to determine if this point
of the scene (i.e. pixel) is
illuminated by the light.
‘Camera’
‘Pixel plane’
(b)
Indirect
Light
Hemispherical sampling initiated
here. Where a ray intersects
with the scene, shadows rays
may be sent out to determine
if this point is illuminated by
‘Camera’ the light source.
‘Pixel plane’
(c)
Light Specular
Specular reflection to (direct)
with the scene, shadows rays
may be sent out to determine
if this point is illuminated by
‘Camera’ the light source.
‘Pixel plane’
(c)
Light Specular
Specular reflection to (direct)
light source.
Specular reflection to
‘Camera’ illuminated room surfaces.
‘Pixel plane’
Light source
View parameters set
to see source shining
downwards and the
resulting illumination
on the upper-side of
the polygon below
Diffuse reflecting
polygon
Define the emitting material as light
A shadow ray is sent from the reflection polygon to the source at
every point in the pixel plane where the reflection polygon is visible.
-ad 32 -ad 64
The
12.2 Indirect Irradiance Caching sampling pattern is not evenly 537
.......................................................................................................................................................
distributed across the hemisphere
‘glow’ ‘light’
Why are the glow renderings lumpy?
With a small glow source, sometimes the hemispherical
sampling finds (i.e. “hits”) the source, and sometimes it doesn’t.
Note also that there is a random (or stochastic) component to
the ray direction.
Pixel dimension
~ scale of “lumps”
Notice that the lumpiness occurs at scales much larger than the effective
dimension of a pixel - what does that suggest about hemispherical sampling
compared to deterministic?
What’s the significance of the big lumps?
Hemispherical
sampling took place
at these
points to generate
this image
Recap
For small, important sources of illumination, we
describe the emitter using the material light so that it
is sampled using the direct (deterministic) calculation.
Polygon A
View shows the underside of
Polygon B and the topside of
Polygon A
Rendering for occluding scene -ab 0
90,000 cd/m2
Underside of
0 cd/m2
polygon B not
illuminated
0 cd/m2
Topside of
polygon A half
in shade ~450 cd/m2
Rendering for occluding scene -ab 1
90,000 cd/m2
Underside of
~35 cd/m2
polygon B now
illuminated
0 cd/m2
Topside of
polygon A still
half in shade ~450 cd/m2
Rendering for occluding scene -ab 2
90,000 cd/m2
Underside of
~35 cd/m2
polygon B
illuminated
~3 cd/m2
Shaded half of polygon A
now illuminated by reflected
light from polygon B ~450 cd/m2
Hemispherical sampling (HS) took place
at these locations for -ab 1
Level 0 ●
Direct light
source
HS from here found
the illuminated half of
the lower polygon
Level 0 ●
Direct light
Level 1 ● source
Z 2⇡ Z ⇡/2
I=B sin ✓ cos ✓ d✓ d
0 0
I = ⇡B
I = 3.1415926
CIE standard
Uniform sky
overcast sky
Horizon Horizon
Zenith Zenith
Bz (1 + 2 cos )
B = Bz B =
3
# sky_ovc.rad
# CIE overcast sky (Bz = 1)
!gensky -ang 45 0 -c -b 1
skyfunc glow sky_glow
0
0
4 1 1 1 0
7 Bz /9 = 2.443451
12 0.6203
Z 1 p
area = x dx = 0.6667
0
Typical values commonly used to
define the CIE overcast sky
• The CIE overcast sky is defined by its horizontal
illuminance, usually given in lux.
• A convenient horizontal illuminance for a (brightish)
overcast sky is 10,000lux, e.g. 500 lux corresponds to a
5% DF.
• In gensky we can specify either the zenith radiance (-b
option) or the horizontal (diffuse) irradiance (-B option).
The second option is perhaps the more direct, and we
shall use that for the next rtrace example.
The irradiance that corresponds to this
illuminance is 10,000/179 = 55.866 W/m .2
Sky
Buildings
“Ground”
S N
Y E
9m (West wall)
X (0,0,0)
3m (North wall)
2.6m (window)
foreach ab (1 2 3 4 5)
echo "Ambient bounces" $ab
# Calculate DF
rtrace -w -h -I+ -ab $ab -aa 0.2 -ad 512 \
-as 0 -ar 128 scene.oct \
< samp1.inp | rcalc -e\
'$1=($1*0.265+$2*0.670+$3*0.065*179/10000*100'
end
ab 1 ab 2
0.1
0 2 4 6 8
-aa
-aa0.2
0.2-ad
-ad1024 -as 064-ar-ar128
512 -as 16
(b)
(a)
ab 1
10.0
10.0 ab 2
ab 3
ab 4
DF [%]
DF [%]
ab 5
1.0
1.0
0.1
0.1
00 22 44 66 8
8
-aa Distance
0.2 -ad from
1024Window
-as 64[m]-ar 16
(b)
ab 1
Fig 6.7 Rendering with Radiance
10.0
0.1
0 2 4 6 8
-aa 0.2 -ad 1024 -as 64 -ar 16
(b)
ab 1
10.0 ab 2
ab 3
ab 4
DF [%]
ab 5
1.0
0.1
0 2 4 6 8
Distance from Window [m]
Ground glow
ab 5
DF [%]
1.0 ab 6
ab 7
1.0
0.1
0 2 4 6 8
Distance from Window [m]
0.1
0 2 4 6 8
-aa 0.1 -ad 1024 -as 64 -ar 16
(b)
ab 1
Fig 6.10 Rendering with Radiance
10.0
0.1
0 2 4 6 8
-aa 0.1 -ad 1024 -as 64 -ar 16
(b)
ab 1
10.0 ab 2
ab 3
ab 4
DF [%]
ab 5
1.0 ab 6
ab 7
0.1
0 2 4 6 8
Distance from Window [m]
A B B
-ad 2048 -as 128 -ab 1 -aa 0.15 -av 0 0 0
A B B
-ar 4 -ar 64
A’ B’ B’
99 locations
cations 563
Dmax ⇥ aa 563
locations loca
Smin =
ar
The overture calculation
Estimate
ad 512 to 1024
x2
ambient divisions i.e. doubling
0.2 to 0.1
x4
i.e. halving
aa
ambient accuracy
no interpolation
x a lot?
0
32 to 64
x4
i.e. doubling
ar
ambient resolution
unlimited resolution
x a lot?
0
Potential CPU
Parameter Change
overhead
ad 512 to 1024
x2
ambient divisions i.e. doubling
0.2 to 0.1
x4
i.e. halving
aa
ambient accuracy
no interpolation
x a lot?
0
32 to 64
x4
i.e. doubling
ar
ambient resolution
unlimited resolution
x a lot?
0
Potential CPU
Parameter Change
overhead
ad 512 to 1024
x2
ambient divisions i.e. doubling
0.2 to 0.1
x4
i.e. halving
aa
ambient accuracy
no interpolation
x a lot?
0
32 to 64
x4
i.e. doubling
ar
ambient resolution
unlimited resolution
x a lot?
0
mkillum
mkillum - hunt twice to
avoid having to search wide
only to find small openings
that lead to the light
1
2
Mkillum “window” accounts
Illumination from for illumination from
outside outside”
“window”
Figure 13.4 A window with venetian blinds whose distribution has been computed on separate
illum surfaces by mkillum. Fig 13.4 Rendering with Radiance
CBDM Loughborough
University