GAMES101 Lecture 15 - Ray Tracing 3 (Light Transport and Global Illumination, with Review on Probability)

GAMES101_Lecture_15.pdf

I. Radiometry Cont.

Please refer to Lecture14.md.

 

II. Bidirectional Reflectance Distribution Function (BRDF)

Reflection at a Point

img-14

Radiance from direction ωi turns into the power E that dA receives. Then the power E will be come the radiance to any other direction ωo.

BRDF

The Bidirectional Reflectance Distribution Function (BRDF) describes how much light is reflected into each outgoing direction ωr from each incoming direction ωi.

img-15

fr(ωiωr)=dLr(ωr)dEi(ωi)=dLr(ωr)Li(ωi)cosθidωi[1sr]

 

The Reflection Equation:

(1)Lr(p,ωr)=H2fr(p,ωiωr)Li(p,ωi)cosθidωi

In this equation, what we do is essentially summing up the contributions to this particular outgoing direction ωr from all other directions, by doing integration on the entire hemisphere. The differential part on the right side, is acquired by multiplying BRDF with the differential of the irradiance.

 

Challenge: Recursive Equation

 

III. The Rendering Equation

The Rendering Equation

Adding an emission term on equation 1 gives the rendering equation:

(2)Lo(p,ωo)=Le(p,ωo)+Ω+Li(p,ωi)fr(p,ωi,ωo)(nωi)dωi

where p is the point being considered, and Ω+ denotes the upper hemisphere.

 

Transforming the Rendering Equation

Rendering Equation as Integral Equation

Equation 2 is a Fredhold Integral Equation of second kind (extensively studied numerically) with canonical form:

(3)l(u)=e(u)+l(v)K(u,v)Kernel of the Equationdv

Linear Operator Equation

Equation 3 can be further transformed by applying the Light Transport Operator.

L=E+KL

which can be then discretized to a simple matrix equation, where:

P.S. WTF? TODO: Needs further explanation.

 

Simplifying the Linear Operator Equation

L=E+KLILKL=E(IK)L=EL=(IK)1EL=(I+K+K2+K3+)E(Applying the binomial theorem)L=E+KE+K2E+K3E+

Those expanded terms has physical meanings:

 

Ray Tracing and Rasterization

Shading in rasterization is equivalent to solving the rendering equation using zero bounces.

L=E+KE
TypeEffect
Direct Illuminationimg-1
One-bounce global illuminationimg-2
Two-bounce global illuminationimg-3
Four-bounce global illuminationimg-4
Eight-bounce global illuminationimg-5
Sixteen-bounce global illuminationimg-6

 

Appendix A: Review on Probability