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Rendering

Concepts

2019-02-12Original-language archivelegacy assets may be incomplete

Concepts

Geometry Optics

  • 光的直线传播定律
  • 光的反射定律
    • 法向量:NN
    • 入射光:LL (归一化)
    • 反射光:R=2(NL)NLR=2(N\cdot L)N-L
  • 光的折射定律
    • Snell's law: ηLsinθL=ηTsinθT\eta_L\sin\theta_L=\eta_T\sin\theta_T
    • T=N1ηL2ηT2sin2θLsin2θLηLηT[L(NL)N]=(ηLηTNL1ηL2ηT2[1(NL)2])NηLηTLT=-N\sqrt{1-\frac{\eta^2_L}{\eta^2_T\sin^2\theta_L}\sin^2\theta_L}-\frac{\eta_L}{\eta_T}[L-(N\cdot L)N]=(\frac{\eta_L}{\eta_T}N\cdot L-\sqrt{1-\frac{\eta_L^2}{\eta_T^2}[1-(N\cdot L)^2]})N-\frac{\eta_L}{\eta_T}L
    • Total Internal Reflection
  • 基本假设
    • Linearity
    • Energy conservation
    • Steady state
    • No polarization
    • No fluorescence or phosphorescence

Radiometry and Color

  • Radiometry: the science of measuring radiant energy transfer
  • Radiometric Quantities
    • Energy
    • Radiant power (total flux) Φ,P\Phi,P 功率 (J/s, W)
    • Irradiance (flux density) EE: total radiant power per unit area incident onto a surface
      • Inverse square law: E=Φ4πr2E=\frac{\Phi}{4\pi r^2}
      • Lambert's law: E=ΦcosθAE=\frac{\Phi\cos\theta}{A}
    • Radiosity (flux density) BB: total radiant power per unit area leaving a surface
    • Intensity II: flux density per solid angle I=dΦdωI=\frac{d\Phi}{d\omega}
      • isotropic point source: Φ=4πI\Phi=4\pi I
    • Radiance LL: total flux traveling at some point xx in a specified direction ω\omega, per unit area perpendicular to the direction of travel
      • L(x,ω)=d2ΦdAcosθdωL(x,\omega)=\frac{d^2\Phi}{dA\cos\theta d\omega}
      • 沿光线传输方向,radiance 不变(真空),sensors response is proportional to radiance
  • Solid Angles ω\omega: the solid angle subtended by an object is the surface area of its projection on to the unit spher
    • dω=dAcosθr2d\omega=\frac{dA\cos\theta}{r^2}
    • 球坐标系:sinθdθdϕ\sin\theta d\theta d\phi
  • Spectrum: 370nm - 730nm
    • SPD: Spectral Power Distribution
    • photometry: 物理量转换为视觉感知量

BRDF and The Rendering Equation

  • Bidirectional Reflectance Distribution Function: fr(ωiωr)Lr(ωr)Li(ωi)cosθidωif_r(\omega_i\rightarrow\omega_r)\equiv\frac{L_r(\omega_r)}{L_i(\omega_i)\cos\theta_i d\omega_i} (辐射率 LL 和辐照度 EE 的比值,对入射光改变的能力,材质,六维函数)
  • The Reflection Equation(local direct illumination model): Lr(ωr)=Ωifr(ωiωr)Li(ωi)cosθidωiL_r(\omega_r)=\int_{\Omega_i}f_r(\omega_i\rightarrow\omega_r)L_i(\omega_i)\cos\theta_id\omega_i
  • The Rendering Equation: Lo(x,ωo)=Le(x,ωo)+ωiΩ+fr(ωi,x,ωo)Li(x,ωi)cosθidωiL_o(x,\omega_o)=L_e(x,\omega_o)+\int_{\omega_i\in\Omega_+}f_r(\omega_i,x,\omega_o)L_i(x,\omega_i)\cos\theta_id\omega_i
    • 迭代计算:Lo(x,ωo)=Le(x,ωo)+ySfr(ωi,x,ωo)Lo(y(x,ωi),ωi)V(x,y)G(x,y)dAyL_o(x,\omega_o)=L_e(x,\omega_o)+\int_{y\in S}f_r(\omega_i,x,\omega_o)L_o(y(x,\omega_i),-\omega_i)V(x,y)G(x,y)dA_y
    • Ligiting Simulation = Solving the Rendering Equation
      • Monte Carlo Methods (Ray tracing, path tracing...)
      • Finite element methods (Classic radiosity)