Lec 15 Ray Tracing 3(Light Transport & Global Illumination)
Irradiance and Radiance
Irradiance is the power per (perpendicular / projected) unit area incident on a surfacee point.

In Blinn-Phong model, "intensity falloff" should be corrected as "irradiance falloff".
Radiance is the fundamental field quantity that describes the distribution of light in an environment.
- Radiance is the quantity associated with a ray
- Rendering is all about computing radiance
Radiance is the power per unit solid angle, per projected unit area.

- Radiance is irradiance per solid angle
- Radiance is intensity per projected area
Irradiance vs. radiance
Irradiance is total power received by area dA, from all angle.
Bidirectional Reflectance Distribution Function (BRDF)
Radiance from direction \(\omega_i\) turns into the power E that dA receives.
Then power E will become the radiance to any other direction \(\omega\).
BRDF represents how much light is reflected into each outgoing direction \(\omega_r\) from each incoming direction.

The reflection equation:
The rendering equation:
Add an emission term to make it general.
(reflected light = emission + incident lignt * BRDF * incident angle)
One point light: no need of integral
Multiple point lights: sum over all light sources
Area light: replace sum with integal
Unknown reflection: regard reflection as light source

Simplify: L=E+KL
Approximate set of all paths of light in scene:
- \(E\): emission directly from light sources
- \(KE\): direct illumination on surfaces
- \(K^2E\): indirect illumination (one bounce indirect)
- ...
Probability Review
\(X\): random variable
\(X\sim p(x)\): probability density function (PDF)
Requirements of a probability distrubution:
Expected value:
Continuous case: PDF
Conitions on p(x): \(p(x)\ge 0\,\text{and}\,\int p(x)dx=1\)
Expected value of X: \(E[X]=\int xp(x)dx\)
Function of a Random Variable
Expected value of a function of a random varaible: