Professional Documents
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Radio Sity
Radio Sity
CS535
Daniel G. Aliaga
D i l G Ali
Department of Computer Science
Purdue University
Recall: Lighting and Shading
Recall: Lighting and Shading
• Light sources
g
– Point light
• Models an omnidirectional light source (e.g., a bulb)
– Directional light
Directional light
• Models an omnidirectional light source at infinity
– Spot light
• Models a point light with direction
M d l i t li ht ith di ti
• Light model
– Ambient light
– Diffuse reflection
– Specular reflection
Specular reflection
Recall: Lighting and Shading
Recall: Lighting and Shading
• Diffuse reflection
Diffuse reflection
– Lambertian model
Recall: Lighting and Shading
Recall: Lighting and Shading
• Specular reflection
Specular reflection
– Phong model
Global Illumination
Global Illumination
• Consider
Consider direct illumination as well as indirect
direct illumination as well as indirect
illumination; e.g.
– Reflections, refractions, shadows, etc.
Reflections refractions shadows etc
– Diffuse inter‐reflection
direct illumination
Global Illumination
Global Illumination
• Consider
Consider direct illumination as well as indirect
direct illumination as well as indirect
illumination; e.g.
– Reflections, refractions, shadows, etc.
Reflections refractions shadows etc
– Diffuse inter‐reflection, specular inter‐reflection,
etc.
etc
Radiosity
• Radiosity
Radiosity, inspired by ideas from heat transfer,
inspired by ideas from heat transfer
is an application of a finite element method to
solving the rendering equation for scenes with
solving the rendering equation for scenes with
purely diffuse surfaces
(rendering equation)
Radiosity
• Equation:
(
(more details on the board…)
d t il th b d )
Radiosity
Rest of Slides Courtesy:
Rest of Slides Courtesy:
Dr. Mario Costa Sousa
Dept. of of CS
f f CS
U. Of Calgary
Radiosity
• Calculating
Calculating the overall light propagation
the overall light propagation
within a scene, for short global illumination is
a very difficult problem
a very difficult problem.
• Wi
With a standard ray tracing algorithm, this is a
h d d i l ih hi i
very time consuming task, since a huge
number of rays have to be shot.
b f h b h
Radiosity
• For
For this reason, the radiosity method was
this reason, the radiosity method was
invented.
• The main idea of the method is
to store illumination values on the surfaces of
the objects, as the light is propagated starting
at the light sources.
Ray Tracing
Radiosity
DiffuseInterreflection
(radiosity method)
Diffuse Interreflection
• Surface = "diffuse reflector"
of light energy
energy,
“Color
“C l bl
bleeding”,
di ” as
both the red and blue
walls "bleed" their color
onto the white walls,
ceiling and floor.
Radiosity (Thermal Heat Transfer)
• The "radiosity" method has its basis in the field of
thermal heat transfer
thermal heat transfer.
• H
Heat transfer theory describes radiation as the
tt f th d ib di ti th
transfer of energy from a surface when that surface
has been thermally excited
has been thermally excited.
• This encompasses both surfaces which are basic
emitters of energy, as with light sources, and surfaces
itt f ith li ht d f
which receive energy from other surfaces and thus
have energy to transfer
have energy to transfer.
• This
This "thermal
thermal radiation
radiation" theory can be used to
theory can be used to
describe the transfer of many kinds of energy
between surfaces, including light energy.
, g g gy
Radiosity (Computer Graphics)
• Assumption #1: surfaces are diffuse emitters and reflectors of
energy, emitting and reflecting energy uniformly over their
energy, emitting and reflecting energy uniformly over their
entire area.
• Assumption #2: an equilibrium solution can be reached; that
all of the energy in an environment is accounted for, through
absorption and reflection
absorption and reflection.
• Also viewpoint independent: the solution will be the same
regardless of the viewpoint of the image.
The Radiosity Equation
The Radiosity Equation
• The "radiosity equation" describes the amount of energy
which can be emitted from a surface, as the sum of the
h h b df f h f h
energy inherent in the surface (a light source, for example)
and the energy which strikes the surface, being emitted from
some other surface
some other surface.
• The energy which leaves a surface (surface "j") and strikes
another s rface (s rface "i") is atten ated b t o factors
another surface (surface "i") is attenuated by two factors:
– the "form factor" between surfaces "i" and "j", which accounts for the
physical relationship between the two surfaces
– the reflectivity of surface "i“, which will absorb a certain percentage
of light energy which strikes the surface.
The Radiosity Equation
Bi = Ei + ρ i ∑ B j Fij
Form Factor of
Radiosity of surface i surface j relative
to surface i
Emissivity of surface i Radiosity of surface j
Reflectivity of surface i
accounts
for the
physical
Surface j relationship
willabsorb a between the
certain t
two
percentage of surfaces
light energy Surface i
which strikes
The Radiosity Equation
Bi = Ei + ρ i ∑ B j Fij
Surface j
Surface i
The Radiosity Equation
Bi = Ei + ρ i ∑ B j Fij
Form Factor of
Energy
surface j relative
reaching
to surface i
surface i from Radiosity of surface j
other
surfaces
accounts
for the
physical
Surface j relationship
between the
t
two
surfaces
Surface i
The Radiosity Equation
Bi = Ei + ρ i ∑ B j Fij
Surface j
Surface i
The Radiosity Equation
Bi = Ei + ρ i ∑ B j Fij
Surface j
Surface i
The Radiosity Equation
Energy reflected by surface i
Bi = Ei + ρ i ∑ B j Fij
Form Factor of
Reflectivity of surface i surface j relative
to surface i
Energy reflected by Radiosity of surface j
surface i =
Reflectivity of surface
Form
i*
Factor
Energy reaching
Reflectivity accounts for
surface i the physical
will absorb a Surface j
from other surfaces relationship
certain
percentage of b t
between th
the
light energy two
Surface i
which strikes surfaces
Radiosity
• Classic radiosity = finite element method
C ass c ad os ty te e e e t et od
• Assumptions
p
– Diffuse reflectance
– Usually polygonal surfaces
• Advantages
– Soft shadows and indirect lighting
Soft shadows and indirect lighting
– View independent solution
– Precompute for a set of light sources
– Useful for walkthroughs
Classic Radiosity Algorithm
Reconstruct and
Display Solution
Classic Radiosity Algorithm
Reconstruct and
Display Solution
The Form Factor:
Surface i
Between differential areas, the form factor
equals:
differential
diff ti l
area off
angle between
surface I, j
Normali and r
angle
g between
Normalj and r
cos θ i cos θ j
FdA j dA j = Surface j
πr
2
dA j
θj
θi r
vector from dAi dAi
to dAj
Surface i
Between differential areas, the form factor cos θ i cos θ j
FdA j dA j =
πr
2
equals:
θi r
dAi
Surface i
Next Step:
Learn ways of computing form factors
Learn ways of computing form factors
• Recall the Radiosity Equation:
y q
Bi = Ei + ρ i ∑ B j Fij
• The Fij are the form factors
• Form factors independent of radiosities
(depend only on scene geometry)
Form Factors in (More) Detail
1 cos θ i cos θ j
Fij =
Ai ∫∫
Ai A j πr
2
dAi dA j
1 cos θ i cos θ j
Fij =
Ai ∫∫
Ai A j πr
2
Vij dAi dA j
1 cos θ i cos θ j
Fij =
Ai ∫∫
Ai A j
πr 2
Vij dA j dAi
θi r
dAi
Surface i
The Nusselt Analog
The Nusselt Analog
• Differentiation of the basic form factor equation is
q
difficult even for simple surfaces!
• Nusselt
Nusselt developed a geometric analog which allows
developed a geometric analog which allows
the simple and accurate calculation of the form
factor between a surface and a point on a second
surface.
f
The Nusselt Analog
The Nusselt Analog
• The "Nusselt analog" involves placing a
g p g
hemispherical projection body, with unit radius, at a
point on a surface.
• The second surface is spherically projected onto the
projection body, then cylindrically projected onto the
b
base of the hemisphere.
f th h i h
• The
The form factor is, then, the area projected on the
form factor is then the area projected on the
base of the hemisphere divided by the area of the
base of the hemisphere.
Numerical Integration:
The N sselt Analo
The Nusselt Analog
This gives the form factor FdAiAj
Aj
dAi
The Nusselt Analog
1. Project Aj along its normal:
Aj cos qj
2. Project result on sphere:
Aj cos qj / r2
3. Project result on unit circle:
Aj cos qj cos qi /r2
area Aj 4
4. Divide by unit circle area:
Aj cos qj cos qi / pr2
5. Integrate for all points on Aj:
cosθ i cosθ j
r
qj
FdAi A j = ∫
Aj
πr 2
Vij dA j
qi
Polygonal
Area (Aj)
Infinitesimal
Area (dAi)
Hemicube
• For
For convenience, a cube 1 unit high with a top
convenience a cube 1 unit high with a top
face 2 x 2 is used. Side faces are 2 wide by 1
high.
high
• D
Decide on a resolution
id l i for the cube.
f h b
Say 512 by 512 for the top.
The Hemicube In Action
The Hemicube In Action
The Hemicube In Action
The Hemicube In Action
• This
This illustration
illustration
demonstrates the
calculation of form
factors between a
particular surface on
th
the wall of a room and
ll f d
several surfaces of
objects in the room
objects in the room.
Compute the form factors from a point on a surface to all other
surfaces by:
y
• Projecting
Projecting all other
all other
surfaces onto the
hemicube
• Storing, at each discrete
g
area, the identifying
index of the surface
that is closest to the
h l h
point.
Discrete areas
with
ith th
the iindices
di off
the surfaces which
are ultimately
visible to the point.
Advantages
Ad t
+ First practical method
+ Use existing rendering systems; Hardware
+ Computes row of form factors in O(n)
Disadvantages
‐ Computes differential‐finite form factor
‐ Aliasing errors due to sampling
R d l
Randomly rotate/shear hemicube
t t /h h i b
‐ Proximity errors
‐ Visibility errors
‐ Expensive to compute a single form factor
Hemicube Problem: Aliasing
Method 2: Area Sampling
Method 2: Area Sampling
1. Subdivide
Subd de Aj into
to ssmall
a ppieces
eces d
dAj
2. For all dAj Aj
dAj
cast ray dAj-dAj to determine Vijj
if visible ray
compute FdAidAj
cosθ i cosθ j
FdAi dA j = Vij dA j
πr 2
sum up
dAi
FdAiAj += FdAidAj
• Hemicube was original method
+ Hardware acceleration
+ Gives FdAiAj for all j in one pass
‐ Aliasing
Ali i
• A
Area sampling
li methods now preferred
th d f d
Æ Slower than hemicube
Æ As accurate as desired since adaptive
As accurate as desired since adaptive
Next
• We
We have the form factors
have the form factors
• How do we find the radiosity solution
for the scene?
for the scene?
– The "Full Matrix" Radiosity Algorithm
– Gathering & Shooting
G h i & Sh i
– Progressive Radiosity
• Meshing
Classic Radiosity Algorithm
Reconstruct and
Display Solution
Recall ÆThe Radiosity Equation
Bi = Ei + ρ i ∑ B j Fij
Form Factor of
Radiosity of surface i surface j relative
to surface i
Emissivity of surface i Radiosity of surface j
Reflectivity of surface i
accounts
for the
physical
Surface j relationship
willabsorb a between the
certain t
two
percentage of surfaces
light energy Surface i
which strikes
Radiosity Matrix Ei
n
Bi Ai = Ei Ai + ρ i ∑ F jji B j A j Bi
j =1
Ai Fij = A j F ji
n
Bi = Ei + ρ i ∑ Fij B j
j =1
n
Bi − ρ i ∑ Fij B j = Ei
j =1
• Each of these steps can be quite expensive if the number of
surfaces is large: complex environments typically have
upwards of ten thousand surfaces, and environments with
d f t th d f d i t ith
one million surfaces are not uncommon.
• This leads to substantial costs not only in computation time
but in storage.
Next
• We
We have the form factors
have the form factors
• How do we find the radiosity solution
for the scene?
for the scene?
– The "Full Matrix" Radiosity Algorithm
– Gathering & Shooting
G h i & Sh i
– Progressive Radiosity
• Meshing
Solve [F][B] = [E]
• Direct methods: O(n3)
– Gaussian elimination
• Goral, Torrance, Greenberg, Battaile, 1984
• It th d O( 2)
Iterative methods: O(n
ti
Energy conservation
ƨdi
ƨdiagonally dominant ¨
ll d i ¨ Æ iteration converges
i i
– Gauss‐Seidel, Jacobi: Gathering
• Nishita, Nakamae, 1985
Nishita, Nakamae, 1985
• Cohen, Greenberg, 1985
– Southwell: Shooting
• Cohen, Chen, Wallace, Greenberg, 1988
Gathering
• In
In a sense, the light
a sense, the light
leaving patch i is
determined by
gathering in the light
from the rest of the
environment
i t
n
Bi = Ei + ρ i ∑ B j Fij
Bi = Ei + ∑ (ρ i Fij )B j
n
j =1
j =1
Bi due to B j = ρ i B j Fij
Gathering
• Gathering light through a
hemi‐cube
hemi cube allows one
allows one
patch radiosity to be
updated.
Bi = Ei + ∑ (ρ i Fij )B j
n
j =1
Gathering
Successive Approximation
Shooting
• Shooting
Shooting light
light through a
through a
single hemi‐cube allows
the whole environment's
radiosity values to be
updated simultaneously.
For all j B j = B j + Bi (ρ j E ji )
Fij Ai
where
h F ji =
Aj
Shooting
Progressive Radiosity
Next
• We
We have the form factors
have the form factors
• How do we find the radiosity solution
for the scene?
for the scene?
– The "Full Matrix" Radiosity Algorithm
– Gathering & Shooting
G h i & Sh i
– Progressive Radiosity
• Meshing
Accuracy
Artifacts
Increasing Resolution
Adaptive Meshing
Classic Radiosity Algorithm
Reconstruct and
Display Solution
Some Radiosity Results
Some Radiosity Results
The Cornell Box
The Cornell Box
• This is the original Cornell box, as
simulated by Cindy M Goral
simulated by Cindy M. Goral,
Kenneth E. Torrance, and Donald
P. Greenberg for the 1984 paper
Modeling the interaction of Light
Between Diffuse Surfaces
Between Diffuse Surfaces,
Computer Graphics (SIGGRAPH
'84 Proceedings), Vol. 18, No. 3,
July 1984, pp. 213‐222.
• Because form factors were
computed analytically, no
g j
occluding objects were included
inside the box.
The Cornell Box
The Cornell Box
• This simulation of the Cornell box
was done by Michael F Cohen
was done by Michael F. Cohen
and Donald P. Greenberg for the
1985 paper The Hemi‐Cube, A
Radiosity Solution for Complex
Environments Vol 19 No 3 July
Environments, Vol. 19, No. 3, July
1985, pp. 31‐40.
• The hemi‐cube allowed form
factors to be calculated using
scan conversion algorithms
(which were available in
), p
hardware), and made it possible
to calculate shadows from
occluding objects.
Discontinuity Meshing
Discontinuity Meshing
• Dani Lischinski, Filippo Tampieri
and Donald P Greenberg created
and Donald P. Greenberg created
this image for the 1992 paper
Discontinuity Meshing for
Accurate Radiosity.
• It depicts a scene that represents
a pathological case for traditional
y g , y
radiosity images, many small
shadow casting details.
• Notice, in particular, the shadows
cast by the windows and the
cast by the windows, and the
slats in the chair.
Opera Lighting
Opera Lighting
• This scene from La Boheme
d
demonstrates the use of focused
h ff d
lighting and angular projection of
predistorted images for the
background.
background.
• It was rendered by Julie O'B.
Dorsey, Francois X. Sillion, and
y, ,
Donald P. Greenberg for the 1991
paper Design and Simulation of
Opera Lighting and Projection
Effects.
Effects
Radiosity Factory
Radiosity Factory
• These two images were rendered by
Michael F Cohen Shenchang Eric
Michael F. Cohen, Shenchang Eric
Chen, John R. Wallace and Donald P.
Greenberg for the 1988 paper A
Progressive Refinement Approach to
y g
Fast Radiosity Image Generation.
• The factory model contains 30,000
patches, and was the most complex
y p
radiosity solution computed at that
time.
• The radiosity solution took
pp y ,
approximately 5 hours for 2,000
shots, and the image generation
required 190 hours; each on a
VAX8700.
Museum
Museum
• Most of the illumination that comes into
this simulated museum arrives via the
this simulated museum arrives via the
baffles on the ceiling.
• As the progressive radiosity solution
executed, users could witness each of the
b ffl b i ill i
baffles being illuminated from above, and
df b d
then reflecting some of this light to the
bottom of an adjacent baffle.
• A portion of this reflected light was
A portion of this reflected light was
eventually bounced down into the room.
• The image appeared on the proceedings
cover of SIGGRAPH 1988.