POV-Ray : Newsgroups : povray.binaries.images : Realistic radiosity (30k) Server Time
3 Nov 2024 16:02:56 EST (-0500)
  Realistic radiosity (30k) (Message 1 to 10 of 10)  
From: Kari Kivisalo
Subject: Realistic radiosity (30k)
Date: 10 Jun 2000 09:03:09
Message: <39423CFE.5565DBF@kivisalo.net>
My empirical studies with MegaPOV radiosity have shown that it
works as advertised. There are some other factors that are more
important for realism than the radiosity settings.

1. assumed_gamma & Display_Gamma

   These parametrs relate only to the CRT and have nothing to do
   with simulating light transport and should be taken out of
   the simulation by using assumed_gamma 1.0. Display_Gamma should
   be set to a value correct for the particular monitor. 

2. Light source intensity distribution

   In real life there are no omnidirectional light sources. By this I mean
   that all ligh sources have some charachteristic intensity distribution.
   In this scene the light source is a flat square panel. It's projected
   area decreases by cos(angle) and so does it's brightness. For this reason
   just using area_light isn't enough because it still radiates in all
   directions with equal intensity (see fig.3). I used spotlight to simulate
   this cosine falloff. (tightness 0 produces cos(angle*2)/2+0.5 intensity)

3. fade_power

   In real life light source's apparent brightness follows 1/r^2 equation.
   The correct value for fade_distance seems to be 1.4*light_source_diameter.


All three factors must be taken into account if relism is the goal.
   
   
As proof I present 3 images (gamma 2.2):

  1) The Cornell reference image.

  2) MegaPOV 0.5 image rendered with with:
       assumed_gamma 1.0, Display_Gamma=2.2
       spotlight modifier
       fade_power 2

     This is a nice match with basically the default MegaPOV radiosity settings.
     All texture and radiosity parameters within nominal range.
  
  3) The same scene with same settings without:
       assumed_gamma
       spotlight modifier
       fade_power

     (Texture and light colors gamma corrected)

      This is a typical 1st attempt at radiosity. Too much color bleed,
      not enough diffuse light, flat shading.


Once again, the difference between images 2 and 3 is caused by
assumed_gamma, spotlight and fade_power. Source to binaries.scene-files
by Monday.

_______________________________________________________________________
Kari Kivisalo                                          www.kivisalo.net


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Attachments:
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realistic.jpg


 

From: Tony[B]
Subject: Re: Realistic radiosity (30k)
Date: 10 Jun 2000 10:38:08
Message: <394252d0@news.povray.org>
I commend you for your work. Very well done. You should make a tutorial, I
think.


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From: SamuelT
Subject: Re: Realistic radiosity (30k)
Date: 10 Jun 2000 14:44:56
Message: <39428D4B.25C65B3D@aol.com>
Good job of looking into other factors for squeezing more realism out of radiosity.

Kari Kivisalo wrote:

> My empirical studies with MegaPOV radiosity have shown that it
> works as advertised. There are some other factors that are more
> important for realism than the radiosity settings.
>
> 1. assumed_gamma & Display_Gamma
>
>    These parametrs relate only to the CRT and have nothing to do
>    with simulating light transport and should be taken out of
>    the simulation by using assumed_gamma 1.0. Display_Gamma should
>    be set to a value correct for the particular monitor.
>
> 2. Light source intensity distribution
>
>    In real life there are no omnidirectional light sources. By this I mean
>    that all ligh sources have some charachteristic intensity distribution.
>    In this scene the light source is a flat square panel. It's projected
>    area decreases by cos(angle) and so does it's brightness. For this reason
>    just using area_light isn't enough because it still radiates in all
>    directions with equal intensity (see fig.3). I used spotlight to simulate
>    this cosine falloff. (tightness 0 produces cos(angle*2)/2+0.5 intensity)
>
> 3. fade_power
>
>    In real life light source's apparent brightness follows 1/r^2 equation.
>    The correct value for fade_distance seems to be 1.4*light_source_diameter.
>
> All three factors must be taken into account if relism is the goal.
>
>
> As proof I present 3 images (gamma 2.2):
>
>   1) The Cornell reference image.
>
>   2) MegaPOV 0.5 image rendered with with:
>        assumed_gamma 1.0, Display_Gamma=2.2
>        spotlight modifier
>        fade_power 2
>
>      This is a nice match with basically the default MegaPOV radiosity settings.
>      All texture and radiosity parameters within nominal range.
>
>   3) The same scene with same settings without:
>        assumed_gamma
>        spotlight modifier
>        fade_power
>
>      (Texture and light colors gamma corrected)
>
>       This is a typical 1st attempt at radiosity. Too much color bleed,
>       not enough diffuse light, flat shading.
>
> Once again, the difference between images 2 and 3 is caused by
> assumed_gamma, spotlight and fade_power. Source to binaries.scene-files
> by Monday.
>
> _______________________________________________________________________
> Kari Kivisalo                                          www.kivisalo.net
>
>   ------------------------------------------------------------------------
>  [Image]

--
Samuel Benge

E-Mail: STB### [at] aolcom

Visit my isosurface tutorial at http://members.aol.com/stbenge


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From: Peter Popov
Subject: Re: Realistic radiosity (30k)
Date: 10 Jun 2000 16:10:58
Message: <vs75ksojf8b4re1j09mhurk0r59iap4h57@4ax.com>
On Sat, 10 Jun 2000 16:05:02 +0300, Kari Kivisalo <kar### [at] kivisalonet>
wrote:

>My empirical studies with MegaPOV radiosity have shown that it
>works as advertised. There are some other factors that are more
>important for realism than the radiosity settings.
>
>1. assumed_gamma & Display_Gamma
...
>2. Light source intensity distribution
...
>3. fade_power

And your images prove your words. Impressive work!

My only concern is fade_power, shouldn't you use 1000?


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG      e-mail : pet### [at] tagpovrayorg


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From: Kari Kivisalo
Subject: Re: Realistic radiosity (30k)
Date: 10 Jun 2000 16:45:14
Message: <3942A94A.91026DB2@kivisalo.net>
Peter Popov wrote:
> My only concern is fade_power, shouldn't you use 1000?
 
I'm pretty sure that every physics book I have red says 1/r^2.
You must be thinking about interior fade_power :)

_______________________________________________________________________
Kari Kivisalo                                          www.kivisalo.net


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From: Peter Popov
Subject: Re: Realistic radiosity (30k)
Date: 10 Jun 2000 23:20:32
Message: <fn06kso86l6d0c5onls20nk2h92ojt7es2@4ax.com>
On Sat, 10 Jun 2000 23:47:06 +0300, Kari Kivisalo <kar### [at] kivisalonet>
wrote:

>> My only concern is fade_power, shouldn't you use 1000?
> 
>I'm pretty sure that every physics book I have red says 1/r^2.
>You must be thinking about interior fade_power :)

I wouldn't question your physics books because mine read the same
<grin>. It escaped me that realistic attenuation is only suppoted for
object interior. But then, isn't light fading unrealistic in this
case? Can you try placing the whole scene in a transparent object and
using realistic attenuation?


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG      e-mail : pet### [at] tagpovrayorg


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From: Rick
Subject: Re: Realistic radiosity (30k)
Date: 11 Jun 2000 08:23:42
Message: <394384ce@news.povray.org>
good work - its noce to see the megapov defaults with minpr tweaking are
right on the nail for my money - maybe you should make a tutorial on how to
do the req'd tweaks!

Rick


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From: Kari Kivisalo
Subject: Re: Realistic radiosity (30k)
Date: 12 Jun 2000 11:25:24
Message: <3945015B.158148F9@kivisalo.net>
Rick wrote:
> right on the nail for my money - maybe you should make a tutorial on how to

I posted realistic.pov with some comments to binaries.scene-files.
Tweaking the radiosity block has only minor effect to the overall scene.

To Popov:

This 1/r^2 attenuation is purely geometric and has nothing to do
with media interaction.

_______________________________________________________________________
Kari Kivisalo                                          www.kivisalo.net


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From: Nathan Kopp
Subject: Re: Realistic radiosity (30k)
Date: 13 Jun 2000 00:48:08
Message: <3945bd08$1@news.povray.org>
Peter Popov <pet### [at] usanet> wrote...

> I wouldn't question your physics books because mine read the same
> <grin>. It escaped me that realistic attenuation is only suppoted for
> object interior. But then, isn't light fading unrealistic in this
> case? Can you try placing the whole scene in a transparent object and
> using realistic attenuation?

Actually, the equation that POV uses for light attenuation is a good
approximation.  Interior attenuation, however, is simulating a totally
different phenomenon, and therefore _should_ be using a totally different
equation.  However, in the official POV-Ray, it uses the same equation.  The
fade_power 1000 "hack" just tells POV to use a different equation to produce
more realistic results. That equation, though, would not work for simulating
light attenuation caused by the energy spreading out over a larger area as
distance increases.

-Nathan


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From: Nathan Kopp
Subject: Re: Realistic radiosity (30k)
Date: 13 Jun 2000 00:49:03
Message: <3945bd3f$1@news.povray.org>
Kari Kivisalo <kar### [at] kivisalonet> wrote...
>
> My empirical studies with MegaPOV radiosity have shown that it
> works as advertised. There are some other factors that are more
> important for realism than the radiosity settings.
>
> 1. assumed_gamma & Display_Gamma
> 2. Light source intensity distribution
> 3. fade_power

Great detective work!  I'm glad to hear that things are working correctly.
:-)

-Nathan


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