Questions tagged [radiosity]

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5
votes
3answers
100 views

What is the purpose of the projected solid angle $dA^\perp$ term in the definition of Radiance?

In the definition of Radiance, which according to PBRT is defined as flux per unit solid angle $d\omega$ per unit projected area $dA^\perp$ $$L_i=\frac{d\Phi}{d\omega\ dA^\perp}$$ My original ...
2
votes
1answer
330 views

Radiosity normal map light baking

I'm trying to implement radiosity normal maps from the old Valve paper: Half-Life® 2 / Valve Source™ Shading.pdf | valvesoftware.com I've tried generating the light maps using Vray and 3dStudio max, ...
5
votes
2answers
2k views

How to calculate attenuation and radiance in PBR? (point and directional lights)

I would like implement physically based rendering, following this tutorial I was able to find a list of light sources ordered by lumens, but I have no idea how to use it in the calculations. ...
5
votes
2answers
209 views

Radiance at a nearly perpendicular angle is almost infinite?

As far as I understand, radiance is a measure of the "intensity" of light in a direction defined as a differential cone . It's measure is Flux per solid angle per projected area. $L = \frac{d\Phi}{d\...
3
votes
2answers
301 views

How to adapt diffuse/GI light mapper to directional light maps?

I have a working light mapper that captures global illumination. I evaluate a hemisphere when collecting the data and store the result in the texel. However, I want to support directional lightmaps so ...
2
votes
0answers
430 views

Calculating intensities of Virtual Point Lights in Instant Radiosity from IES lights

Short introduction I created a function that interpolates the IES luminious intensities (candelas) using Hermite interpolation, so in my code all light sources have $I(\theta, \phi)$ function - but ...
6
votes
0answers
84 views

Form Factors confusion in Radiosity papers

I feel a bit confused about the use of $F_{ij}$ and $F_{ji}$ in Radiosity papers. $F_{ij}$ should be the fraction of energy leaving patch $i$ that arrives at patch $j$. If you take the original ...
4
votes
1answer
290 views

How to implement Texture Baking?

So currently I want to implement radiosity in my engine. After figuring out the amount of light that bounces between elements/disks/patches (I've been told disks are the best - correct me if I'm wrong)...
6
votes
1answer
2k views

What is Radiosity?

After reading a wikipedia article about Global Illumination It mentions a variety of techniques like Ray Tracing, Path Tracing and Ambient Occlusion. One technique it mentions is Radiosity which I don'...
11
votes
0answers
406 views

Problem with definition of BSDF and radiance

When I was reading theory behind physical based rendering I noticed that definition of BSDF and radiance has some problems. For example BSDF of purely specular surfaces is zero almost everywhere and ...
8
votes
3answers
204 views

How does the view-independence of radiosity increase the calculations involved?

In the style of trichoplax' question, I want to talk about yet another Wikipedia article: Radiosity (computer graphics). The article states: Radiosity is viewpoint independent, which increases the ...
5
votes
1answer
130 views

Are there specific techniques for generating False Radiosity in surfaces?

I thought of this after my radiosity vs ray tracing question. A radiosity algorithm seems to require increased calculations because it's viewpoint independent and therefore, false radiosity was born (...
12
votes
1answer
6k views

Radiosity VS Ray tracing

Radiosity is basically what allows this: In a tutorial of Cornell University about Radiosity it is mentioned that: A ray-traced version of the image shows only the light reaching the viewer by ...