File: materials.1

package info (click to toggle)
radiance 3R9%2B20080530-4
  • links: PTS, VCS
  • area: main
  • in suites: lenny
  • size: 26,244 kB
  • ctags: 10,546
  • sloc: ansic: 105,887; csh: 3,558; tcl: 3,358; python: 875; makefile: 280; sh: 14
file content (507 lines) | stat: -rw-r--r-- 16,090 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
.\" RCSid "$Id: materials.1,v 1.3 2004/09/21 18:44:09 greg Exp $"
.\"Print with tbl and eqn or neqn with -ms macro package
.vs 12
.nr VS 12
.nr PD .5v	\" paragraph distance (inter-paragraph spacing)
.EQ L
delim $$
.EN
.DA
.TL
Behavior of Materials in RADIANCE
.AU
Greg Ward
.br
Lawrence Berkeley Laboratory
.NH 1
Definitions
.LP
This document describes in gory detail how each material type in RADIANCE
behaves in terms of its parameter values.
The following variables are given:
.LP
.vs 14
.nr VS 14
.TS
center;
l8 l.
$bold R ( P vec , v hat )$	Value of a ray starting at $P vec$ in direction $v hat$ (in watts/sr/m^2)
$P vec sub o$	Eye ray origin
$v hat$	Eye ray direction
$P vec sub s$	Intersection point of ray with surface
$n hat$	Unperturbed surface normal at intersection
$a sub n$	Real argument number $n$
$bold C$	Material color, $"{" a sub 1 , a sub 2 , a sub 3 "}"$
$bold p$	Material pattern value, $"{" 1, 1, 1 "}"$ if none
$d vec$	Material texture vector, $[ 0, 0, 0 ]$ if none
$b vec$	Orientation vector given by the string arguments of anisotropic types
$n sub 1$	Index of refraction on eye ray side
$n sub 2$	Index of refraction on opposite side
$bold A$	Indirect irradiance (in watts/m^2)
$bold A sub t$	Indirect irradiance from opposite side (in watts/m^2)
$m hat$	Mirror direction, which can vary with Monte Carlo sampling
$t sub s$	Specular threshold (set by -st option)
$bold B sub i$	Radiance of light source sample $i$ (in watts/sr/m^2)
$q hat sub i$	Direction to source sample $i$
$omega sub i$	Solid angle of source sample $i$ (in sr)
.TE
.vs 12
.nr VS 12
.LP
Variables with an arrow over them are vectors.
Variables with a circumflex are unit vectors (ie. normalized).
All variables written in bold represent color values.
.NH 2
Derived Variables
.LP
The following values are computed from the variables above:
.LP
.vs 14
.nr VS 14
.TS
center;
l8 l.
$cos sub 1$	Cosine of angle between surface normal and eye ray
$cos sub 2$	Cosine of angle between surface normal and transmitted direction
$n hat sub p$	Perturbed surface normal (after texture application)
$h vec sub i$	Bisecting vector between eye ray and source sample $i$
$F sub TE$	Fresnel coefficient for $TE$-polarized light
$F sub TM$	Fresnel coefficient for $TM$-polarized light
$F$	Fresnel coefficient for unpolarized light
.TE
.vs 12
.nr VS 12
.LP
These values are computed as follows:
.EQ I
cos sub 1	mark ==~ - v hat cdot n hat sub p
.EN
.EQ I
cos sub 2	lineup ==~ sqrt { 1~-~( n sub 1 / n sub 2 )
  sup 2 (1~-~cos sub 1 sup 2 )}
.EN
.EQ I
n hat sub p	lineup ==~ { n hat ~+~ d vec } over { ||~ n hat ~+~ d vec ~|| }
.EN
.EQ I
h vec sub i	lineup ==~ q hat sub i ~-~ v hat
.EN
.EQ I
F sub TE	lineup ==~ left [ { n sub 1 cos sub 1
~-~ n sub 2 cos sub 2 } over { n sub 1 cos sub 1
~+~ n sub 2 cos sub 2 } right ] sup 2
.EN
.EQ I
F sub TM	lineup ==~ left [ {n sub 1 / cos sub 1
~-~ n sub 2 / cos sub 2} over {n sub 1 / cos sub 1
~+~ n sub 2 / cos sub 2} right ] sup 2
.EN
.EQ I
F	lineup ==~ 1 over 2 F sub TE ~+~ 1 over 2 F sub TM
.EN
.NH 2
Vector Math
.LP
Variables that represent vector values are written with an arrow above
(eg. $ v vec $).
Unit vectors (ie. vectors whose lengths are normalized to 1) have a hat
(eg. $ v hat $).
Equations containing vectors are implicitly repeated three times,
once for each component.
Thus, the equation:
.EQ I
v vec ~=~ 2 n hat ~+~ P vec
.EN
is equivalent to the three equations:
.EQ I
v sub x ~=~ 2 n sub x ~+~ P sub x
.EN
.EQ I
v sub y ~=~ 2 n sub y ~+~ P sub y
.EN
.EQ I
v sub z ~=~ 2 n sub z ~+~ P sub z
.EN
There are also cross and dot product operators defined for vectors, as
well as the vector norm:
.RS
.LP
.UL "Vector Dot Product"
.EQ I
a vec cdot b vec ~==~ a sub x b sub x ~+~ a sub y b sub y ~+~ a sub z b sub z
.EN
.LP
.UL "Vector Cross Product"
.EQ I
a vec ~ times ~ b vec ~==~ left | matrix {
  ccol { i hat above a sub x above b sub x }
  ccol { j hat above a sub y above b sub y }
  ccol { k hat above a sub z above b sub z }
} right |
.EN
or, written out:
.EQ I
a vec ~ times ~ b vec ~=~ [ a sub y b sub z ~-~ a sub z b sub y ,~
a sub z b sub x ~-~ a sub x b sub z ,~ a sub x b sub y ~-~ a sub y b sub x ]
.EN
.LP
.UL "Vector Norm"
.EQ I
|| v vec || ~==~ sqrt {{v sub x} sup 2 ~+~ {v sub y} sup 2 ~+~ {v sub z} sup 2}
.EN
.RE
.LP
Values are collected into a vector using square brackets:
.EQ I
v vec ~=~ [ v sub x , v sub y , v sub z ]
.EN
.NH 2
Color Math
.LP
Variables that represent color values are written in boldface type.
Color values may have any number of spectral samples.
Currently, RADIANCE uses only three such values, referred to generically
as red, green and blue.
Whenever a color variable appears in an equation, that equation is
implicitly repeated once for each spectral sample.
Thus, the equation:
.EQ I
bold C ~=~ bold A^bold B ~+~ d bold F
.EN
is shorthand for the set of equations:
.EQ I
C sub 1 ~=~ A sub 1 B sub 1 ~+~ d F sub 1
.EN
.EQ I
C sub 2 ~=~ A sub 2 B sub 2 ~+~ d F sub 2
.EN
.EQ I
C sub 3 ~=~ A sub 3 B sub 3 ~+~ d F sub 3
.EN
	...
.LP
And so on for however many spectral samples are used.
Note that color math is not the same as vector math.
For example, there is no such thing as
a dot product for colors.
.LP
Curly braces are used to collect values into a single color, like so:
.EQ I
bold C ~=~ "{" r, g, b "}"
.EN
.sp 2
.NH
Light Sources
.LP
Light sources are extremely simple in their behavior when viewed directly.
Their color in a particular direction is given by the equation:
.EQ L
bold R ~=~ bold p^bold C
.EN
.LP
The special light source material types, glow, spotlight, and illum,
differ only in their affect on the direct calculation, ie. which rays
are traced to determine shadows.
These differences are explained in the RADIANCE reference manual, and
will not be repeated here.
.sp 2
.NH
Specular Types
.LP
Specular material types do not involve special light source testing and
are thus are simpler to describe than surfaces with a diffuse component.
The output radiance is usually a function of one or two other ray 
evaluations.
.NH 2
Mirror
.LP
The value at a mirror surface is a function of the ray value in
the mirror direction:
.EQ L
bold R ~=~ bold p^bold C^bold R ( P vec sub s ,~ m hat )
.EN
.NH 2
Dieletric
.LP
The value of a dieletric material is computed from Fresnel's equations:
.EQ L
bold R ~=~ bold p^bold C sub t ( 1 - F )^bold R ( P vec sub s ,~ t hat ) ~+~
  bold C sub t^F^bold R ( P vec sub s ,~ m hat )
.EN
where:
.EQ I
bold C sub t ~=~ bold C sup {|| P vec sub s ~-~ P vec sub o ||}
.EN
.EQ I
t hat ~=~ n sub 1 over n sub 2 v hat ~+~ left ( n sub 1 over n sub 2 cos sub 1
  ~-~ cos sub 2 right ) n hat sub p
.EN
.LP
The Hartmann constant is used only to calculate the index of refraction
for a dielectric, and does not otherwise influence the above equations.
In particular, transmitted directions are not sampled based on dispersion.
Dispersion is only modeled in a very crude way when a light source is
casting a beam towards the eye point.
We will not endeavor to explain the algorithm here as it is rather
nasty.
.LP
For the material type "interface", the color which is used for $bold C$
as well as the indices of refraction $n sub 1$ and $n sub 2$ is determined
by which direction the ray is headed.
.NH 2
Glass
.LP
Glass uses an infinite series solution to the interreflection inside a pane
of thin glass.
.EQ L
bold R ~=~ bold p^bold C sub t^bold R ( P vec sub s ,~ t hat )
  left [ 1 over 2 {(1 ~-~ F sub TE )} sup 2 over {1 ~-~ F sub TE sup 2
     bold C sub t sup 2 } ~+~ 1 over 2 {(1 ~-~ F sub TM )} sup 2
     over {1 ~-~ F sub TM sup 2 bold C sub t sup 2 } right ] ~+~
  bold R ( P vec sub s ,~ m hat ) left [ 1 over 2 {F sub TE (1 ~+~
     (1 ~-~ 2 F sub TE ) bold C sub t sup 2 )} over {1 ~-~ F sub TE sup 2
     bold C sub t sup 2 } ~+~ 1 over 2 {F sub TM (1 ~+~
     (1 ~-~ 2 F sub TM ) bold C sub t sup 2 )} over {1 ~-~ F sub TM sup 2
     bold C sub t sup 2 } right ]
.EN
where:
.EQ I
bold C sub t ~=~ bold C sup {(1/ cos sub 2 )}
.EN
.EQ I
t hat ~=~ v hat~+~2(1^-^n sub 2 ) d vec
.EN
.sp 2
.NH
Basic Reflection Model
.LP
The basic reflection model used in RADIANCE takes into account both specular
and diffuse interactions with both sides of a surface.
Most RADIANCE material types are special cases of this more general formula:
.EQ L (1)
bold R ~=~ mark size +3 sum from sources bold B sub i omega sub i
  left { Max(0,~ q hat sub i cdot n hat sub p )
    left ( bold rho sub d over pi ~+~ bold rho sub si right ) ~+~
    Max(0,~ - q hat sub i cdot n hat sub p )
    left ( bold tau sub d over pi ~+~ bold tau sub si right ) right }
.EN
.EQ L
lineup ~~+~~ bold rho sub s bold R ( P vec sub s ,~ m hat ) ~~+~~
  bold tau sub s bold R ( P vec sub s ,~ t hat )
.EN
.EQ L
lineup ~~+~~ bold rho sub a over pi bold A ~~+~~
  bold tau sub a over pi bold A sub t
.EN
Note that only one of the transmitted or reflected components in the first
term of the above equation can be non-zero, depending on whether the given
light source is in front of or behind the surface.
The values of the various $ bold rho $ and $ bold tau $ variables will be
defined differently for each material type, and are given in the following
sections for plastic, metal and trans.
.NH 2
Plastic
.LP
A plastic surface has uncolored highlights and no transmitted component.
If the surface roughness ($a sub 5$) is zero or the specularity
($bold r sub s$) is greater than the threshold ($t sub s$)
then a ray is traced in or near the mirror direction.
An approximation to the Fresnel reflection coefficient
($bold r sub s ~approx~ 1 - F$) is used to modify the specularity to account
for the increase in specular reflection near grazing angles.
.LP
The reflection formula for plastic is obtained by adding the following
definitions to the basic formula given in equation (1):
.EQ I
bold rho sub d ~=~ bold p^bold C (1 ~-~ a sub 4 )
.EN
.EQ I
bold rho sub si ~=~ left {~ lpile {{bold r sub s
  {f sub s ( q hat sub i )} over
  {( q hat sub i cdot n hat sub p ) cos sub 1}} above
  0 } ~~~ lpile { {if~a sub 5 >0} above otherwise }
.EN
.EQ I
bold rho sub s ~=~ left {~ lpile {{bold r sub s} above 0 } ~~~
  lpile {{if~a sub 5^=^0~or~bold r sub s^>^t sub s} above otherwise }
.EN
.EQ I
bold rho sub a ~=~ left {~ lpile {{ bold p^bold C^(1~-~bold r sub s )} above
  {bold p^bold C}} ~~~ lpile
  {{if~a sub 5^=^0~or~bold r sub s^>^t sub s} above otherwise }
.EN
.EQ I
bold tau sub a ,~ bold tau sub d ,~ bold tau sub si ,~ bold tau sub s ~=~ 0
.EN
.EQ I
bold r sub s ~=~ a sub 4
.EN
.EQ I
f sub s ( q hat sub i ) ~=~ e sup{[ ( h vec sub i cdot n hat sub p ) sup 2
  ~-~ || h vec || sup 2 ]/
  ( h vec sub i cdot n hat sub p ) sup 2 / alpha sub i}
  over {4 pi alpha sub i}
.EN
.EQ I
alpha sub i ~=~ a sub 5 sup 2 ~+~ omega sub i over {4 pi}
.EN
.LP
There is one additional caveat to the above formulas.
If the roughness is greater than zero and the reflected ray,
$bold R ( P vec sub s ,~ r hat )$,
intersects a light source, then it is not used in the calculation.
Using such a ray would constitute double-counting, since the direct
component has already been included in the source sample summation.
.NH 2
Metal
.LP
Metal is identical to plastic, except for the definition of $ bold r sub s $,
which now includes the color of the material:
.EQ I
bold r sub s ~=~
  "{" a sub 1 a sub 4 ,~
  a sub 2 a sub 4 ,~
  a sub 3 a sub 4 "}"
.EN
.NH 2
Trans
.LP
The trans type adds transmitted and colored specular and diffuse components
to the colored diffuse and uncolored specular components of the plastic type.
Again, the roughness value and specular threshold determine
whether or not specular rays will be followed for this material.
.EQ I
bold rho sub d ~=~ bold p^bold C^(1 ~-~ a sub 4 ) ( 1 ~-~ a sub 6 )
.EN
.EQ I
bold rho sub si ~=~ left {~ lpile {{bold r sub s
  {f sub s ( q hat sub i )} over
  {( q hat sub i cdot n hat sub p ) cos sub 1}} above
  0 } ~~~ lpile { {if~a sub 5 >0} above otherwise }
.EN
.EQ I
bold rho sub s ~=~ left {~ lpile {{bold r sub s} above 0 } ~~~
  lpile {{if~a sub 5^=^0~or~bold r sub s^>^t sub s} above otherwise }
.EN
.EQ I
bold rho sub a ~=~ left {~ lpile {{ bold p^bold C^
  (1~-~bold r sub s ) (1~-~a sub 6 )} above
  {bold p^bold C^(1~-~a sub 6 )}} ~~~ lpile
  {{if~a sub 5^=^0~or~bold r sub s^>^t sub s} above otherwise }
.EN
.EQ I
bold tau sub d ~=~ a sub 6 (1~-~bold r sub s ) (1~-~a sub 7 )^bold p^bold C
.EN
.EQ I
bold tau sub si ~=~ left {~ lpile {{a sub 6 a sub 7 (1~-~bold r sub s )^
  bold p^bold C {g sub s ( q hat sub i )} over
  {(- q hat sub i cdot n hat sub p ) cos sub 1}} above
  0 } ~~~ lpile { {if~a sub 5^>^0} above otherwise }
.EN
.EQ I
bold tau sub s ~=~ left {~ lpile {{a sub 6 a sub 7 (1~-~bold r sub s )^
  bold p^bold C} above 0} ~~~ lpile
  {{if~a sub 5^=^0~or~a sub 6 a sub 7 (1~-~bold r sub s )^>^t sub s}
  above otherwise}
.EN
.EQ I
bold tau sub a ~=~ left {~ lpile {{a sub 6 (1~-~bold r sub s ) (1~-~a sub 7 )
  ^bold p^bold C} above {a sub 6 (1~-~bold r sub s )^bold p^bold C}} ~~~
  lpile {{if~a sub 5^=^0~or~a sub 6 a sub 7 (1~-~bold r sub s )^>^t sub s}
  above otherwise}
.EN
.EQ I
bold r sub s ~=~ a sub 4
.EN
.EQ I
f sub s ( q hat sub i ) ~=~ e sup{[ ( h vec sub i cdot n hat sub p ) sup 2
  ~-~ || h vec || sup 2 ]/
  ( h vec sub i cdot n hat sub p ) sup 2 / alpha sub i}
  over {4 pi alpha sub i}
.EN
.EQ I
alpha sub i ~=~ a sub 5 sup 2 ~+~ omega sub i over {4 pi}
.EN
.EQ I
g sub s ( q hat sub i ) ~=~ e sup{( 2 q hat sub i cdot t hat~-~2)/ beta sub i}
  over {pi beta sub i}
.EN
.EQ I
t hat ~=~ {v hat~-~d vec}over{|| v hat~-~d vec ||}
.EN
.EQ I
beta sub i ~=~ a sub 5 sup 2 ~+~ omega sub i over pi
.EN
.LP
The same caveat applies to specular rays generated for trans type as did
for plastic and metal.
Namely, if the roughness is greater than zero and the reflected ray,
$bold R ( P vec sub s ,~ r hat )$,
or the transmitted ray,
$bold R ( P vec sub s ,~ t hat )$,
intersects a light source, then it is not used in the calculation.
.NH 2
Anisotropic Types
.LP
The anisotropic reflectance types (plastic2, metal2, trans2) use the
same formulas as their counterparts with the exception of the
exponent terms, $f sub s ( q hat sub i )$ and
$g sub s ( q hat sub i )$.
These terms now use an additional vector, $b vec$, to
orient an elliptical highlight.
(Note also that the argument numbers for the type trans2 have been
changed so that $a sub 6$ is $a sub 7$ and $a sub 7$ is $a sub 8$.)\0
.EQ I
f sub s ( q hat sub i ) ~=~
  1 over {4 pi sqrt {alpha sub ix alpha sub iy} }
  exp left [ -^{{( h vec sub i cdot x hat )} sup 2 over{alpha sub ix}
  ~+~ {( h vec sub i cdot y hat )} sup 2 over{alpha sub iy}} over
  {( h vec sub i cdot n hat sub p ) sup 2}right ]
.EN
.EQ I
x hat ~=~ y hat~times~n hat sub p
.EN
.EQ I
y hat ~=~ {n hat sub p~times~b vec}over{|| n hat sub p~times~b vec ||}
.EN
.EQ I
alpha sub ix ~=~ a sub 5 sup 2 ~+~ omega sub i over {4 pi}
.EN
.EQ I
alpha sub iy ~=~ a sub 6 sup 2 ~+~ omega sub i over {4 pi}
.EN
.EQ I
g sub s ( q hat sub i ) ~=~
  1 over {pi sqrt {beta sub ix beta sub iy} }
  exp left [ {{( c vec sub i cdot x hat )} sup 2 over{beta sub ix}
  ~+~ {( c vec sub i cdot y hat )} sup 2 over{beta sub iy}} over
  {{( n hat sub p cdot c vec sub i )}sup 2 over
  {|| c vec sub i ||}sup 2 ~-~ 1}
  right ]
.EN
.EQ I
c vec sub i ~=~ q hat sub i~-~t hat
.EN
.EQ I
t hat ~=~ {v hat~-~d vec}over{|| v hat~-~d vec ||}
.EN
.EQ I
beta sub ix ~=~ a sub 5 sup 2 ~+~ omega sub i over pi
.EN
.EQ I
beta sub iy ~=~ a sub 6 sup 2 ~+~ omega sub i over pi
.EN
.NH 2
BRDF Types
.LP
The more general brdf types (plasfunc, plasdata, metfunc, metdata,
BRTDfunc) use the same basic formula given in equation (1),
but allow the user to specify $bold rho sub si$ and $bold tau sub si$ as
either functions or data, instead of using the default
Gaussian formulas.
Note that only the exponent terms, $f sub s ( q hat sub i )$ and
$g sub s ( q hat sub i )$ with the radicals in their denominators
are replaced, and not the coefficients preceding them.
It is very important that the user give properly normalized functions (ie.
functions that integrate to 1 over the hemisphere) to maintain correct
energy balance.