Graphics Reference
In-Depth Information
Table 32.1: Symbols used in the path tracer.
Symbol
Meaning
E
The eyepoint.
P
A surface point in the scene, often the first one encountered
by a ray from the eye, but sometimes used generically.
Q , Q j
A point on the surface of a luminaire or some other source of
light arriving at P , such as an illuminated reflective surface.
The unit normal vector at P , which we've denoted n ( P ) pre-
viously, or the same thing for Q .
n P , n Q
A unit vector pointing from P toward some source of light.
v i
A unit vector pointing from P in the direction in which
reflected light from
v o
v i exits, typically toward E .
A generic name for a unit vector, typically based at P .
v
L ( P ,
)
The radiance at a surface point P in direction
. Note that in
v
v
this chapter we only define L for surface points.
L e ( P ,
)
The light emitted at point P in direction
; zero except when
v
v
P is a point of a luminaire.
L j ( P ,
v
)
The light emitted by the j th luminaire.
L r ( P ,
)
v
The light reflected or transmitted (refracted) at P in direction
v
. L = L e + L r .
L ref ( P ,
)
The light reflected at P in direction
.
v
v
L trans ( P ,
. L r = L ref + L trans .
)
The light transmitted at P in direction
v
v
f s
The bidirectional scattering distribution function.
f s
The “impulse” part of f s , corresponding to transmission or
mirror reflection.
f s
The finite part of f s , corresponding to nonmirror reflection.
Let's suppose that there are k luminaires in the scene, each producing an emit-
ted radiance field ( Q ,
L j ( Q ,
)
) , ( j = 1,
...
, k ) which for any point-vector
v
v
pair ( Q ,
) with Q on a surface and
v ·
n Q >
0 is zero, except for points on the
v
j th luminaire, and directions
in which the light emits radiance. Most often this
radiance field will be Lambertian, that is, L j ( Q ,
v
v
E
) will be a constant for Q on the
v
t
luminaire and any
with
v ·
n Q >
0; it's zero otherwise. But for now, we'll just
v
assume that it's a general light field.
Furthermore, let's assume that all surfaces are opaque—the only scattering
that takes place is reflection. The change to include transmission will be relatively
minor.
P = E - t v
The rendering equation tells us that if P is the first point at which the ray
t
E
t
v
hits the geometry in the scene (see Figure 32.7), then
Figure 32.7: The eye E looks into
the scene and sees P at distance t.
L ( E ,
)= L ( P ,
)
(32.5)
v
v
+
v i S + ( n P )
= L e ( P ,
)
emitted
f s ( P ,
) L ( P ,
v i )
v i ·
v
v i ,
v
n P d
v i
.
(32.6)
scattered
 
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