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6 votes
Accepted

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

Your main idea is more or less correct. The cosine hidden in the projected area measure $dA^\perp = dA\cos(θ)$ compensates the weakening of irradiance due to incident angle (the Lambert's cosine law). ...
ivokabel's user avatar
  • 1,474
5 votes

Which technique should be used for rendering under water images, Ray tracing or Radiosity?

Radiosity is only efficient for diffuse to diffuse rendering. Path tracing is more versatile on the type of light transport that could be computed. The main issue with underwater rendering is the ...
Beltegeuse's user avatar
4 votes

Problem with definition of BSDF and radiance

Specular, Color, Fresnel BSDF of purely specular surfaces is zero almost everywhere and infinite in one point [...] how do you know what is the reflectance of the surface at that point? From the ...
geometrian's user avatar
  • 2,030
4 votes
Accepted

Radiance at a nearly perpendicular angle is almost infinite?

It's only more intense if $d\phi$ remains constant. However, for light source with constant luminance the flux is a function of $cos(\theta)$, i.e. depends on the light's angle of incidence with the ...
JarkkoL's user avatar
  • 3,686
4 votes
Accepted

How to implement Texture Baking?

Yes, you should set the lightmap texture as the render target and use UV-coordinates as vertex position coordinates in your shader to bake lighting into lightmaps. This way you'll write the baked ...
JarkkoL's user avatar
  • 3,686
3 votes
Accepted

What is Radiosity?

Radiosity is a way to calculate diffuse GI, i.e. every surface is assumed to be Lambertian surface without specular component. In the radiosity algorithm you split surfaces into small patches and ...
JarkkoL's user avatar
  • 3,686
3 votes

Problem with definition of BSDF and radiance

The Rendering Equation First thing first, the rendering equation in its solid angle formulation in vacuum is: $$L(x,\omega) = L_e(x,\omega) + \int_{S^2} f(x, \omega_i, \omega_o) L(r(x,\omega), -\omega)...
lightxbulb's user avatar
  • 2,561
2 votes

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

You need to convert luminous flux (lumens, $lm$) to luminance ($\frac{lm}{m^2sr}$) for the rendering equation. For that you need to know the physical properties of the light source. For example ...
JarkkoL's user avatar
  • 3,686
2 votes

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

How should I define the radiance, if I have a directional light, for example the sun? The radiance in physics has different definitions in different books. I will ...
Tare's user avatar
  • 1,613
2 votes

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

Since you seem to want an explanation in terms of irradiance, consider both the radiance and irradiance definitions: $$E = \frac{d\Phi}{dA}, \quad L = \frac{d^2\Phi}{d\omega dA^{\perp}}$$ We can ...
lightxbulb's user avatar
  • 2,561
1 vote

How is Aperture and Pixel Size accounted for in calculating received power using ray tracing?

To understand whether your steps are correct you should compare to the mathematical formulation. Step 1 is supposedly solving the rendering equation for some collection of initial rays $$L_o(x_0, \...
lightxbulb's user avatar
  • 2,561
1 vote

Albedo image map to color's Light Reflectance Value (LRV)

I am not aware of what LRV is and what is a usage of it. However, I can recommend using luma instead of simply averaging RGB values with equal weight: https://en.wikipedia.org/wiki/Luma_(video) https:...
DirectX_Programmer's user avatar
1 vote

Radiance at a nearly perpendicular angle is almost infinite?

Remember radiance corresponds to a particular direction. When the equation is considering directions quasi parallel to the surface normal, the differential flux (the numerator) will typically be a ...
PeteUK's user avatar
  • 700
1 vote
Accepted

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

In the end, what I gleaned from the Valve paper, and what I found in an existing light mapper implementation, led me to the following conclusion: When performing my final global illumination ...
Steven's user avatar
  • 315
1 vote

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

Take a look at Valve's paper on combining Radiosity and Normal Mapping. It had a lot of useful insights. If I'm not mistaken, it looks to me like you're trying to compute normal mapping using the ...
RubyNoob's user avatar
  • 198

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