CSCE 441 Lecture 26
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Radiosity
A non-real-time rendering method.
Allows for indirect illumination from reflected surfaces.
- Soft shadows
- Color bleeding
Assume perfectly diffuse surfaces (no specular highlights)
Not view-dependent; the camera can walk around the scene, and the computed lighting will be correct. Some games would precompute radiosity and then add dynamic lighting.
Rendering Equation
- is the outgoing radiance from surface at in the direction of .
- is the emitted radiance from surface at in the direction of . This will be 0 for most surfaces (only light sources emit light)
- is the BRDF of surface at . governs material properties of our surface
- is a ray cast from in the direction of
( computes how much contribution is made from light reflected from other surfaces) - is the angle between and
- is the integral about the hemisphere centered at .
Bidirectional Reflectance Distribution Function
(See wikipedia:Bidirectional reflectance distribution function→)
If light comes in from direction , how much light is scattered in the direction of . There are two parameters goverining the direction of and , so is a four-dimensional function.
Governs all material properties and allows for all types of matte, glossy, etc. surfaces.
Discretizing the Rendering Equation
Assume perfectly diffuse surfaces, so is constant:
Break surfaces up into patches and assume color is constant per patch. The value from each patch will be summed to approximate the integral.
is 1 if patch is visible to patch along and 0 otherwise.
Geometric computation of form factors
Project other polygons in the scene onto the hemisphere about point . This represents the contribution of those polygons to this point's radiosity.
We can integrate over the angular coordinates at which the projections lie on the hemisphere:
is this form factor term.
We can set up a large matrix of systems of equations
Advantages
- Global illumination methed: modeling diffuse inter-reflection
- Color Bleeding: red wall next to white wall casts reddish glow on white wall
- Soft shadows: area light source casts a soft shadow from a polygon
- No ambient hack
- View-independent: assigns a brightness to every surface. Not actually an advantage, but a side effect of the assumption that all surfaces are perfectly diffuse.
Disadvantages
- Assumption that BRDF is uniform in all directions
- Radiocity is piecewise constant
- No surface is transparent or translucent.
- Must determine how to subdivide shapes into small enough patches.
Photon Mapping: makes no simplifying assumptions; tries to modify individual photons of light.