Dear Radiance Users, It has been several months since the last digest was posted, and in that time there have been a number of developments. First, I would like to mention that a paper was published on Radiance in the 1994 issue of Computer Graphics (the annual Siggraph proceedings), which contains a lot of useful information on the history and algorithms of this package. Also, the CD-ROM version of the proceedings has an HTML version of the paper, as well as the 2.4 source code distribution. The HTML version is also linked to on our new Radiance Web page, which is: ftp://hobbes.lbl.gov/www/radiance/radiance.html There you will find many other goodies, such as online documentation and images. If you have a Web site with Radiance-related pages, please write to me so I can link it in to our page. Another announcement I would like to make is the start of an unmoderated discussion group for Radiance users, which will be accessible from the alias: radiance-discuss@hobbes.lbl.gov If you wish to subscribe (or unsubscribe) to this group, please send your name and most permanent e-mail address to: radiance-request@hobbes.lbl.gov Please do not mail the general group with administrative requests! This has happened in the past, and it is nothing but a pain to everyone. Mail sent to radiance-request currently gets forwarded to me. If you are on the moderated mailing list (which you must be if you just received this digest), that does not automatically place you on the discussion group list. You must subscribe separately. If you wish to unsubscribe from the moderated group, please send a message to radiance-request to that effect. One last thing about the discussion group list -- since it is a simple mailing list and my mailer's not too bright, you may get some bounced mail when you post to this group. You should either ignore such messages or forward them to radiance-request so that I may update the list. Please, do not complain to the discussion group, because the problem members won't even get your complaints, and everyone else will tire of reading them! Bounced mail is usually caused by out-of-date e-mail addresses, which is why it's important to give me the most permanent address you can on your initial subscription, and inform me (at radiance-request) whenever your address changes. Finally, I may submit a Siggraph course proposal on Radiance, and would like to know how many people would sign up for such a course, and whether they'd prefer a half-day or full-day adventure. Please write back to me (at GJWard@lbl.gov) with your opinions. Without further ado, here are the topics covered in this digest: NOISE_FUNCTIONS - Fractal vs. Perlin noise functions DAYLIGHTING - Various daylight-related topics PATTERNS - Mapping patterns onto surfaces AMBIENT_FILES - Using ambient files VIEW_ANGLES - Computing -vh and -vv parameters INTERACTIVE_WALKTHROUGHS - Generating interactive walkthroughs SPECTRAL_COLORS - Multi-spectral sampling X11_ERROR - Rview "cannot open command line..." TRANS_MATERIAL - Setting parameters for "trans" type PARTICIPATING_MEDIA - Smoke and fog simulation MATERIALS - Several related materials questions Enjoy! -Greg ========================================================================= NOISE_FUNCTIONS To: greg@hobbes.lbl.gov Subject: quick jiggle questions Date: Wed, 27 Apr 94 11:06:47 EDT From: Philip Thompson <phils@MIT.EDU> Hi Greg, What is the difference between jigglepic_u and fjigglepic_u in jigglepic.cal? or fnoise3() and noise3() for that matter? (is it fast or floating point?) Thanks, Philip Date: Wed, 27 Apr 94 09:31:54 PDT From: greg (Gregory J. Ward) To: phils@MIT.EDU Subject: Re: quick jiggle questions Hi Philip, The difference is that noise3(x,y,z) is the Perlin noise function and fnoise3(x,y,z) is a fractal noise function with otherwise similar characteristics. Ideally, you would create such a function using a summation of Perlin functions with a 1/f frequency spectrum, but this is rather expensive in practice so I have written a special version. Fractal noise usually does a better job mimicking natural phenomena. -Greg ======================================================================== DAYLIGHTING Date: 27 Apr 1994 12:03:12 -0400 (EDT) From: "Richard G. Mistrick" <RGMARC@ENGR.PSU.EDU> Subject: rtrace for daylighting To: greg@hobbes.lbl.gov Greg: We are attempting to use rtrace to analyze daylighting in empty rooms. We have four walls and a window as defined in the example included in the manual. We are interested in illuminance on the work plane as well as at partially shielded and unshielded photocells. The photocells are modelled with a small obstruction surrounding a point to block the view in a certain direction. Our main problem is one of computation time when we attempt to perform accurate rtrace runs (as indicated in the "SETTING RENDERING OPTIONS" table that you sent to me. In a situation such as this, how can we best gain speed without losing accuracy. I assume that it is best to manipulate the -a? commands. Room size that we are planning to model are 15x15 ft and 30x60 ft. I am also concerned that we achieve an accurate analysis of light arriving at the shielded photocell point. Can you give us some advice on what parameters will most affect speed and accuracy by describing how -aa, -ar, -ad and -as affect what is occuring in the computation of the interreflected component. A simple description of what Radiance is doing and how these values affect the process would be helpful. A calculation at only one point is running for 20 hours on our system (SGI Idigo/Iris workstation) using the "Accurate" input parameters (-ab 3) and we are looking for a way to reduce this time. Thanks in advance for your help. Regards, Rick Mistrick Date: Wed, 27 Apr 94 09:44:12 PDT From: greg (Gregory J. Ward) To: RGMARC@ENGR.PSU.EDU Subject: Re: rtrace for daylighting Hi Rick, In an empty room, many of the options may be relaxed without significant loss in accuracy. I recommend you do the following: 1. Make sure your window is an illum, as described in the tutorial. 2. Reduce the ambient divisions (-ad) to 256. 3. Reduce the ambient super-samples (-as) to 0. 4. Reduce the ambient resolution (-ar) to 16 if you have no groundplane, or the groundplane size divided by your maximum room dimension divided by 16 otherwise. 5. Increase the ambient accuracy (-aa) to 0.2. 6. Set the direct jitter (-dj) to 0.7. 7. Set the direct substructuring (-ds) to 0.2. 8. Set the ambient value (-av) to something sensible, probably around .3 .3 .3 in your situation. Even with your current settings, I am a bit surprised that the calculation is taking so long. Do you have any external structures modeled? Is your window a light source? Are you really just calculating a single point using rtrace -I? Perhaps you can send me your model. -Greg Date: Fri, 06 May 1994 12:55:21 -0400 To: greg@hobbes.lbl.gov (Gregory J. Ward) From: stuart@archsun.arch.gatech.edu (Stuart Lewis) Subject: Glazing Light Loss Factors Hi Greg, Thanks again for your help with my last set of questions; I now have another one for you! I am in the process of writing a little daylighting program for Architecture students based on the Lumen Method for Daylighting (IESNA RP-23) and am seriously considering using Radiance to develop some data that will let us add correlation factors for non-standard (ie not 0.50!) wall reflectivities. We thought it would be very useful for the students to be able to visualize (and quantify!) the relationship between surface color and interior illumination. I have gotten pretty good agreement between the manual results and Radiance, but ran into a question which seems to _maybe_ have wider relevance: How would you handle the Light Loss Factor ("accounting for dirt accumulation") of the glazing? Initially, I simply reduced the workplane illumination levels by that amount (as the IES does), but it seems to me that dirt accumulation might actually affect the behavior of a view-preserving window (causing it to become somewhat diffuse.) Or, do you think it would be adequate to simply reduce the transmittance of the glazing by that amount? I haven't seen anything in the literature we have available that would clue me in. Since we began using Radiance for physical modelling, it seems this question is more relevant in that context than in reproducing the reults from RP-23 (adding this feature to our program is an unanticipated bonus!) I'm thinking for example about clerestory windows or toplighting, where dirt accumulation can become quite significant. ------ Also, we haven't received any of the requested information on WINDOW or DOE that you were going to pass along. If you don't mind, would you please pass along that request again? This fax number may be more reliable: 404-458-4090 (Max Akridge's home!) Thanks a lot, Stuart [Stuart Lewis, GRA College of Architecture Georgia Institute of Technology Atlanta, GA 30332] Date: Fri, 6 May 94 10:32:17 PDT From: greg (Gregory J. Ward) To: stuart@archsun.arch.gatech.edu Subject: Re: Glazing Light Loss Factors Hi Stuart, I have forwarded your request again as a reminder to those who manage DOE-2 and SUPERLITE. I hope this time they will respond. I must admit I haven't given much thought to dirt accumulation on windows. Certainly, it is possible to model this with Radiance, using either the BRTDfunc type, transdata, transfunc, mixfunc with trans and glass, or trans alone (in order of increasing simplicity and decreasing generality). Since I have no data on how dirt affects the transmission of glazing, I am left to guess. My guess is that it adds some diffuse component, which may be a function of incident angle. What are the common ranges and how important is incident angle are two questions I could only answer by taking measurements. I have a device that could be used to such a purpose, but I have not calibrated it yet for transmission (only reflection). All the windows experts seem to be gone at the moment -- maybe there's a staff meeting or something. Anyway, I'll ask them when they come back and write again if I get any good research pointers for you. -Greg From: rcl@scs.leeds.ac.uk Date: Thu, 18 Aug 94 13:56:49 BST To: GJWard@lbl.gov Subject: Radiance - daylight I am fairly new to the radiance package so please forgive my ignorance in such matters... 1) You state in digest v2n4 that EXPOSURE = K * T * S / f^2, where T = exposure time (in seconds), S = film speed (ISO), f = f-stop, K = 2.81 (conversion factor 179*PI/200) and that this is approximate for 35mm photography. Is the 35mm assumption important for this equation or is the equation true for, say, CCD cameras (which I am trying to model)? This assumes of course that I can equate the responsivity of a CCD array with a certain ISO film speed. 2) I am trying to get an accurate representation of a scene lit purely by skylight (generated either by gensky or gendaylit). I have defined my sky and ground as follows (adapted from the tutorial); (Note I am only viewing the outsides of buildings) !gensky 7 15 12 -a 54 -o 2 -m 0 -g .2 skyfunc glow ground_glow 0 0 4 1.6 .8 .25 0 ground_glow source ground 0 0 4 0 0 -1 180 skyfunc glow sky_glow 0 0 4 .8 .8 1 0 sky_glow source sky 0 0 4 0 0 1 180 I then define a finite 'ground plane' on which my buildings stand and cast any shadows onto. Does having the ground defined as a glowing hemisphere provide a realistic representation? I have tried defining the ground as large disc but I always end up gaving a black gap in the horizon. I am more interested in modelling reality than what may 'look' correct to the viewer. 3) When I have the above as my only source of lighting rpict warns me that I have no light sources. Is this correct? What am I doing wrong to generate such an error? Thanks in advance for any help you can provide, and I apologise again for anything fundamental that I may have missed in the documentation. Rob Love School of Computer Studies University of Leeds Leeds England Date: Thu, 18 Aug 94 11:51:56 PDT From: greg (Gregory J. Ward) To: rcl@scs.leeds.ac.uk Subject: Re: Radiance - daylight Hi Rob, In answer to your questions: 1) The exposure suggested is only if you wish to reproduce a photographic image. I don't know how to correlate ISO to CCD sensitivity, and even if I did, most cameras have such things as automatic irises and automatic gain that make any efforts to pin down the exposure futile. The main question is, "why do you want to do this?" Are you really trying to reproduce camera output, or are you simply trying to set the right exposure? If it's the latter, then there are much better ways. 2) Your sky representation is fine. If there are no significant shadows in your exterior environment cast by large structures, then the distant ground approximation is adequate. If there are significant shadows, then simply ADD a groundplane to this description. Do not remove your distant ground approximation, or you will get that dark horizon problem. 3) I do not know why the sky you showed me would give you the "no light sources found" warning. That should only happen if you use a cloudy sky or other description w/o a sun. Anyway, this is merely a warning, and indicates that without an indirect calculation (i.e. -ab >= 1), you will have no illumination at all. Hope this helps. -Greg From: rcl@scs.leeds.ac.uk Date: Thu, 18 Aug 94 20:46:28 BST To: greg@hobbes.lbl.gov Subject: Re: Radiance - daylight I am actually working in computer vision and I'm using Radiance to generate some test sequences of the sun moving over some buildings during a complete day. Eventually I aim to be using a CCD camera to capture these sequences but I am using Radiance at the moment as I have complete control over the environment (it's always overcast in Leeds), the images are noise free, and it's very accurate. I would ideally like Radiance to give me images that would be the same/similar to what I expect to get from a CCD camera. Since I am dealing with varying lighting my CCD camera will have gain control, gamma correction, iris control, etc turned off. This enables me to compare images taken at different times of the day without the camera attenuating for lack of light. So, ideally I'd like to be able to set Radiance's exposure so that it mimicks a certain setting on my camera (f-value, shutter speed, CCD responsivity) and seeing your equation for film based photography gave me some hope. Equating CCD sensitivity to film speed is my problem but I was unsure if the 35mm asumption in the equation was necessary - would the equation still hold if I was using a 120 size film (for example)? I am certainly not concerned with setting the exposure so it 'looks' right. It's what what the computer will see that is important. Many thanks for your prompt reply Rob Date: Thu, 18 Aug 94 13:07:05 PDT From: greg (Gregory J. Ward) To: rcl@scs.leeds.ac.uk Subject: Re: Radiance - daylight Hi Rob, All you need do is calibrate your camera against your renderings somehow. You can do this if you look at an evenly illuminated surface and adjust the speed/f-stop to a good exposure setting. Capture an image, then the captured values (average) will tell you the relationship between illuminance and image for these settings. (I forgot to mention that you must measure the light level with a luminance or lux meter.) For Radiance, the exposure is simply a multiplier between radiance (luminance/179) and pixel value. The formula for photography applies to your camera, in the sense that exposure is inversly related to the square of f-stop, and speed is of course a linear relationship. -Greg ========================================================================= PATTERNS From: "Mr. M.J. Lupton" <sk8@liverpool.ac.uk> Subject: Patterns from tiff files To: greg@hobbes.lbl.gov Date: Fri, 29 Apr 1994 10:42:10 +0100 (BST) Greg I have just ftp'd some textures from ccu1.auckland.ac.nz in tiff format. I then used ra_tiff with the -r option to convert them to pic format, but when I come to use the pic file as a texture using this arrangement of commands: void colorpict blockwork_pat 9 red green blue block1.pic picture.cal tile_u tile_v -s .5 0 1 1 blockwork_pat plastic concrete_blocks 0 0 5 .55 .55 .5 0 0 !genbox concrete_blocks northwall 9 0.06 6 | xform -t 1 15 .02 the pattern only appears to be on one face of the box? What am I doing wrong Martin Lupton. Liverpool University. Date: Fri, 29 Apr 94 09:13:42 PDT From: greg (Gregory J. Ward) To: sk8@liverpool.ac.uk Subject: Re: Patterns from tiff files Hi Martin, Radiance doesn't automatically rotate a pattern onto various faces of a solid, at least not with the tile_u and tile_v variables defined in picture.cal. You either have to rotate the pattern to make 3 types for three surface orientations (XY, YZ and XZ planes), or modify the U and V variables defined in rayinit.cal to do it for you. Something like the following should work: void colorpict blockwork_pat 9 red green blue block1.pic . frac(U) frac(V) -s .5 0 0 blockwork_pat plastic concrete_blocks 0 0 5 .55 .55 .5 0 0 !genbox concrete_blocks northwall 9 0.06 6 | xform -t 1 15 .02 -Greg ========================================================================= AMBIENT_FILES Date: Tue, 03 May 1994 14:48:25 +1200 (NZT) From: mat@ccu1.auckland.ac.nz (M Carr) Subject: ambient files To: GJWard@lbl.gov Hi Greg Just a pair of questions If I am rendering two views of a single scene at once, and they are both using the same ambient file, will I have any problems? What exactly are ambient files? Being view independant, they still change quite dramatically between views (hence my concern above), ie they grow. Mat ______________________________________________________________________________ Matiu Carr School of Architecture Property and Planning University of Auckland New Zealand email: m.carr@auckland.ac.nz Date: Thu, 5 May 94 22:48:08 PDT From: greg (Gregory J. Ward) To: mat@ccu1.auckland.ac.nz Subject: Re: ambient files Hi Mat, The answer is that you needn't worry. The values will be shared to the extent possible in the two renderings. Especially if you are doing more than one bounce (-ab 2 or greater), many values will be common and you WILL save a lot of time. It is true that the file will continue to grow, but that's the price you pay for speed. And, if you're using 2.3 or later, you can have as many rpict processes sharing the same ambient file on as many machines as you like. Provided you have a working NFS lock manager (which is by no means certain), the file will be updated in a consistent fashion and values will be shared among processes. Read the document in /pub/doc/parallel.txt on hobbes.lbl.gov for more details. If you have Mosaic, you can access these through our HTML pages starting at "ftp://hobbes.lbl.gov/www/radiance/radiance.html". -Greg ========================================================================= VIEW_ANGLES Date: Mon, 16 May 1994 16:23:28 +1200 (NZT) From: mat@ccu1.auckland.ac.nz (M Carr) Subject: rpict -vh -vv To: GJWard@lbl.gov Hi Greg Is there a formula for working out what a particluar pair of -vh -vv settings will produce in terms of the final image dimensions, there does not seem to be a linear correspondence. I am just using the vtv view setting. It's not urgent. Thanks Mat ______________________________________________________________________________ Matiu Carr Date: Mon, 16 May 94 12:28:22 PDT From: greg (Gregory J. Ward) To: mat@ccu1.auckland.ac.nz Subject: Re: rpict -vh -vv Hi Mat, The relationship between perspective view angles and image size is determined by tangents, i.e.: tan(vh/2)/tan(vv/2) == hres/vres Note that the angles must be divided in half (and expressed in radians if you use the standard library functions). If you know what horizontal and vertical resolution you want, and you know what horizontal view angle you want (and your pixels are square), you can compute the corresponding vertical view angle like so: % calc hres = 1024 vres = 676 vh = 40 vv = 180/PI*2 * atan(tan(vh*PI/180/2)*vres/hres) vv (resp) $1=27.0215022 Thus, -vh 40 -vv 27 -x 1024 -y 676 should result in (almost) no adjustment of the horizontal or vertical resolutions by rpict. If you had just taken a rough guess of the vertical view angle, rpict would shrink the horizontal or vertical image size to insure that the pixels were square. Hope this helps. -Greg ========================================================================= INTERACTIVE_WALKTHROUGHS From: lpostner@cs.clemson.edu Date: Thu, 19 May 94 13:19:55 EDT To: gjward@lbl.gov I have recently installed Radiance2R4 on a system of SGI Indys 5.2. I was interested in rendering 3D models and walking around them interactively for use with VR helmets. Is there a way of doing this with Radiance? If not how easy would it be to write an interactive viewer? I am not interested in the raytracing aspect, but rather the radiosity part of Radiance. Anny and all suggestions would be greatly appreciated. Thanks. Lori Postner Dept. of Computer Science Clemson University email: lpostner@cs.clemson.edu Date: Thu, 19 May 94 10:26:51 PDT From: greg (Gregory J. Ward) To: lpostner@cs.clemson.edu Subject: VR and Radiance Hi Lori, There is no program that comes with Radiance for interactive walk-throughs. In fact, I think this problem is too difficult to solve interactively in the general case. The best you can do is a diffuse approximation, as used in radiosity-type programs. The one way to get what you want with Radiance is on a SGI Reality Engine or some such that does real-time textures, then use Radiance to compute illumination maps. I haven't done this myself, but I know some folks in Zurich who have if you need some more pointers. -Greg From: lpostner@cs.clemson.edu Subject: Re: VR and Radiance To: greg@hobbes.lbl.gov (Gregory J. Ward) Date: Thu, 19 May 94 13:53:02 EDT How do I get Radiance to dump me a 3D data file? Also, please send me the addresses of the people in Zurich, perhaps they will have some good suggestions. Thanks Lori Postner Department of Computer Science Clemson University email lpostner@cs.clemson.edu Date: Thu, 19 May 94 11:05:05 PDT From: greg (Gregory J. Ward) To: lpostner@cs.clemson.edu Subject: Re: VR and Radiance Hi Lori, The fellow who has done this is Daniel Lucius, and his address is <lucius@arch.ethz.ch> You cannot dump full 3-d illumination data from Radiance. It is necessary instead to compute illumination maps individually for each surface. From my limited experiments, it seems most efficient to compute the irradiance using a parallel view of each wall, floor and ceiling, then combine this with the appropriate colors and textures during rendering. For example, let's say you have the following wall: wall_mat polygon east_wall 0 0 12 10 0 0 10 0 3 10 7 3 10 7 0 You would run rpict like so to compute an illumination map with a resolution of 0.1 units (meters?): rpict -i -vtl -vp 9.99 3.5 1.5 -vd 1 0 0 -vh 7 -vv 3 -vu 0 0 1 \ -ab 1 [etc...] -x 70 -y 30 octree > east_wall.pic The -i option tells rpict to compute irradiance instead of radiance. You will have to adjust the brightness and convert the output picture into the appropriate image format (using fromrad or something), then write a GL program to use it, along with the other maps. -Greg ========================================================================= SPECTRAL_COLORS From: Carlos F. Borges <borges@waylon.math.nps.navy.mil> Subject: Radiance question To: GJWard@lbl.gov Date: Mon, 8 Aug 94 14:59:49 PDT Dear Greg, I enjoyed your talk in Orlando very much. I am interested in using the Radiance package to try different color representation approximation methods and was] wondering what is the color modelling methodology of Radiance. Do you use, or allow, full spectral description of lights and reflectances (transmittances) or is some kind of RGB method used. Is it possible to change the manner in which color computations (independent of scene geometry) are done? Where can I find out more on this subject before I start trying to use the package. I am trying to find a system that allows me to change the underlying color modelling to see how well different simplification schemes work (like the one in my 1991 SIGGRAPH paper, or different spectral sampling approaches). My email address is: borges@waylon.math.nps.navy.mil -- Cheers, Carlos Date: Mon, 8 Aug 94 15:23:34 PDT From: greg (Gregory J. Ward) To: borges@waylon.math.nps.navy.mil Subject: Radiance color rep. Hi Carlos, Unfortunately, I was rather stupid in my initial use of color in Radiance, and now I'm more or less stuck with a 3-sample representation. These normally correspond to RGB, though you can define them to be whatever you like (e.g. XYZ). Nevertheless, certain desperate people have used Radiance to compute images with more spectral samples by rendering the same image several times, changing only the materials. This is of course not the most efficient route to take, but it does work if nothing else is available. It would be possible to alter the source code to handle more spectral samples, but there are several places where 3 samples are assumed. (Most of the code is in the form of macros, which can be easily changed in contrast.) The main reason I have still not generalized the code is because it would mess up the input format rather badly. I may yet think of a way around this problem, but until I have a greater need and a little time to do it... If you want to use a scene description language that provides full color flexibility, why don't you investigate the MGF format described on our anonymous ftp site (hobbes.lbl.gov) in the /www/mgf directory? There you will also find HTML documents for Mosaic. (i.e. try the URL: "ftp://hobbes.lbl.gov/www/mgf/HOME.html".) -Greg ========================================================================= X11_ERROR Date: Tue, 16 Aug 1994 10:30:19 -0700 (MST) From: AGMXR@acvax.inre.asu.edu Subject: Help with rview - radiance utility To: GJWard@lbl.gov Hi, I have i9nstalled Linux on one of the Pentium PC and compiled radiance on it. When I tried to display the 'oct' using rview, it gives me a message "rview: cannot open command line window". Can you help to resolve this problem. Thankyou very much. Muthu AGMXR@ACVAX.INRE.ASU.EDU Date: Tue, 16 Aug 94 10:46:34 PDT From: greg (Gregory J. Ward) To: AGMXR@acvax.inre.asu.edu Hi Muthu, The most probable cause of the command line window not opening is that the X11 driver is not finding the default text font, "8x13". You can modify the x11.c file in the ray/src/rt directory to use a font you DO have, or figure out some way of making this font available. One way to do this is in your X11 fonts directory, there should be a file called "fonts.alias", in which you may add an entry for 8x13, and alias it to another font that you do have. Hope this helps. -Greg ========================================================================= TRANS_MATERIAL Date: Thu, 1 Sep 1994 05:08:22 -0700 From: COURRET Gilles <courret@divsun.unige.ch> To: greg@hobbes.lbl.gov Subject: translucent material Hi greg, I am working on zenithal opening Radiance simulation, and espacially on translucent plastic glazing. Can you confirm that : " void trans opale 0 0 7 .3 .3 .3 0 0 .6 .1 " is effectively a grey translucent material which has a transmission fraction of 60% with a specular component of 10%. Thanks in advance, Yours, Gilles Date: Thu, 1 Sep 94 13:33:55 PDT From: greg (Gregory J. Ward) To: courret@divsun.unige.ch Subject: Re: translucent material Hi Gilles, So I see that you get confused by the trans type, just as I do! If what you want is no reflection from the surface whatsoever, and 60% total transmission, 10% of which is specular (leaving 50% diffuse), you should use: void trans opale 0 0 7 .6 .6 .6 0 0 1 .1666 I hope this is what you're after. What you gave me was: void trans opale 0 0 7 .3 .3 .3 0 0 .6 .1 which would have 12% diffuse reflectance ((1-.6)*.3), 16.2% diffuse transmittance (.3*.6*(1-.1)), and 1.8% specular transmittance (.3*.6*.1). I'm sorry that this type is so confusing. I get horribly confused by it myself... -Greg Date: Fri, 2 Sep 1994 04:55:26 -0700 From: COURRET Gilles <courret@divsun.unige.ch> To: "(Gregory J. Ward)" <greg@hobbes.lbl.gov> Subject: Re: translucent material Hi greg Thanks for your fast reply. With the new material definition you gave me the results are much more realistic! The daylight factor is much higher. But i have the feeling that it is a little bit to high. Are you sur about trans=1 for a transmission of 60% ? Yours, Gilles Date: Fri, 2 Sep 94 09:09:31 PDT From: greg (Gregory J. Ward) To: courret@divsun.unige.ch Subject: Re: translucent material Hi Gilles, Yes, I am sure about trans=1 for transmission of 60%, because the color was set to .6 .6 .6, which both transmitted components (specular and diffuse) are multiplied by. -Greg ========================================================================= PARTICIPATING_MEDIA Date: Tue, 6 Sep 94 13:59:57 -0400 From: randal.sims@srs.gov (Randy Sims) To: GJWard@lbl.gov Subject: Radiance vs. Participating Medium I am pursuing computations of global illumination in the presence of participating media. The assumption is that absorption, emission and scattering events in the environment result in a radiance along any direction that changes with the position along that direction. Such media might include soot, dust, smoke, fog, etc. Past treatments of such phenomena include Rushmeier and Torrance's extended radiosity methods (Siggraph'87) and direct Monte Carlo simulations. But, other than my interests, I'm sure you are well aware of these issues, phenomena and treatments. I have browsed the Radiance digests and find little discussion of such effects. Is there any work and/or research with Radiance in this area? Can Radiance be extended to address these phenomena? Do you (individually and/or collectively -- the Radiance community) have an interest in addressing participating media? Randal N. Sims (Randy) Westinghouse Savannah River Co. Savannah River Site 773-42A, 129 P.O. Box 616 Aiken, SC 29802 USA TEL: (803)725-8347 FAX: (803)725-8829 Email randal.sims@srs.gov Date: Tue, 6 Sep 94 11:24:03 PDT From: greg (Gregory J. Ward) To: randal.sims@srs.gov Subject: Re: Radiance vs. Participating Medium Hi Randy, I have only recently begun to dabble in participating media, following some advice and articles from Holly Rushmeier on the topic. I'm afraid that Radiance is not very well equipped to deal with this problem in its current state. I had toyed with the idea of modeling the particles themselves, since Radiance can handle even ridiculous scene complexity, but I think the resulting simulation would be so slow that it wouldn't be worth the bother. Instead, I have been using a shortcut that accounts only for some interactions, such as absorption of direct light and along eye rays, as well as approximate scattering from light sources to the eye. I do this by combining a change in the direct lighting calculation with a post-process using pcomb. If you are interested in seeing the results, I have just one picture of the lower deck of a ship with a uniform distribution of soot. (Non-uniform distributions might be modeled with this method, but the relation would have to be fairly simple.) Just let me know what format you want the image in, and I'll drop it in the /xfer directory on hobbes.lbl.gov. (It's there right now as a Radiance picture if that will do.) -Greg ========================================================================= MATERIALS Date: Mon, 12 Sep 1994 23:08:48 -0500 From: Dana Peters <peters@ERC.MsState.Edu> To: greg@hobbes.lbl.gov Subject: newbie Greetings, As the subject says I am a new user and have some very basic questions. I am currently an architecture student and have been using Wavefront for three years to create architectural walkthroughs and various other animations. I am familiar with very general rendering principles, but have very little experience with the graphics programing principles and the actual physical calculations. I do, however, have a basic understanding of C. I have installed Radiance, read the manual, worked the tutorial, and read most of the digests. Ok, now for the questions 1. I have no problem with the modeling, but I do need some help with materials. I understand the basic material types (plastic, metal, glow, light) but have problems thereafter, specifically those that require func files. What types of real materials have ansiotropic roughness used in plastic2, metal2, etc? What is the benefit of using this material type? What, in layman's terms, does a bidirectional reflectance distrobution function do to a surface? Can you give me some expamples of real materials that this is used to represent? I also have some problems with the difference between dielectrics and glass, but I think I can figure that out on my own. 2. I would like to start using Radiance extensively because of its wonderful and accurate renderings. Will it be necessary for me to learn how to write function definitions myself, or can I get by using those supplied in the software and those written by others? Learning how to write these would be helpful, but I currently have no idea how to define procedural textures, etc. 3. In the digests someone mentioned the possibility of having a radiance training class. Has this actually happened in the past? will it happen in the future? I am sure that a class would be the best way for me to learn radiance. (aside from hiring a personal tutor) 4. Concerning the files at your ftp site... are most of these included in the distrobution? for example, I noticed several libraries and some objects. Are these included somewhere or should I pick them up? Also what exactly are all those things in the tests/empty/... directory? just curious. Well, I guess that is enough for now. Sorry to bother you with such basic questions. Perhaps you could refer me to a good book or paper that might explain some of the basic stuff that I am lacking. There is no need to hurry with answers to these questions. I am not in any rush. thanks in advance, -Dana Peters peters@erc.msstate.edu Date: Tue, 13 Sep 94 10:37:11 PDT From: greg (Gregory J. Ward) To: peters@ERC.MsState.Edu Subject: Re: newbie Hi Dana, Good questions, all. It sounds like you have already investigated the Radiance Digest archives in the /pub/digest/ on hobbes.lbl.gov. Did you know that these have also been collected and indexed by Veronika Summerauer in HTML format, and are available on the Web from the Radiance page at: ftp://hobbes.lbl.gov/www/radiance/radiance.html Anyway, I don't think I've answered your questions before, so I'll attempt to do justice to them here. > 1. I have no problem with the modeling, but I do need some help with > materials. I understand the basic material types (plastic, metal, > glow, light) but have problems thereafter, specifically those > that require func files. What types of real materials have > ansiotropic roughness used in plastic2, metal2, etc? What is the > benefit of using this material type? What, in layman's terms, does > a bidirectional reflectance distrobution function do to a surface? > Can you give me some expamples of real materials that this is used > to represent? I also have some problems with the difference between > dielectrics and glass, but I think I can figure that out on my own. Yes, materials are difficult, aren't they? Plastic2 and metal2 are appropriate for surfaces like varnished wood and brushed or rolled metal -- anything that has elongated highlights. Note that you don't necessarily have to use a function file for these types. If the brushed direction is aligned with a vector and the surface is relatively flat, you can simply use a constant vector in the place of the "ux uy uz" variables, e.g: void metal2 brushed_aluminum 4 1 0 0 . 0 6 .7 .7 .7 .85 .02 .08 Since the .02 value corresponds to the roughness along the [1 0 0] vector, and the .08 value is the roughness in the perpendicular direction, the above material has a highlight that is narrower in the X direction. A bidirectional reflectance-transmittance distribution function (BRTDF, often called BSDF for bidirectional scattering distribution function), is a general function describing how light interacts with a surface material. You should use it only when all the other material types fail, as it is the most difficult to apply and the least efficient type in Radiance. One example where it might be needed is velvet, which has very peculiar reflectance properties. Retroreflective materials are another example. The difference between dielectric and glass is simply that glass simulates two close, parallel, dielectric surfaces. Glass is more efficient since it approximates the internal reflections in closed form rather than computing all the many rays that two dielectric surfaces would require. > > 2. I would like to start using Radiance extensively because of its wonderful > and accurate renderings. Will it be necessary for me to learn how to > write function definitions myself, or can I get by using those supplied > in the software and those written by others? Learning how to write > these would be helpful, but I currently have no idea how to define > procedural textures, etc. Unfortunately, this is something I have never documented. Suprisingly, a number of users have figured it out on their own and written procedural patterns and textures and contributed their work to the /pub/libraries/ directory on hobbes.lbl.gov. I suggest that you look at these as well as the .cal files distributed with Radiance and try to learn by example if you need to roll your own. > > 3. In the digests someone mentioned the possibility of having a radiance > training class. Has this actually happened in the past? will it > happen in the future? I am sure that a class would be the best way > for me to learn radiance. (aside from hiring a personal tutor) Yes, there was a workshop held for about 20 people in Spring of 1991, and another this Spring for only 5 people in Germany (disappointing turnout, but the tuition was rather high to pay for my travel out there). I am thinking of holding a Siggraph course on Radiance either next year or the year after. > > 4. Concerning the files at your ftp site... are most of these included in the > distrobution? for example, I noticed several libraries and some > objects. Are these included somewhere or should I pick them up? > Also what exactly are all those things in the tests/empty/... > directory? just curious. The main distribution contains source code, documentation and examples not found elsewhere on the ftp server. The /pub/* directories contain mostly Radiance-related contributions, and are distributed by tape to people who don't have ftp access. In most cases, there are README files describing the contents of each directory. The /pub/tests/ directory was designed to contain comparisons between Radiance and other global illumination calculations, but contributions over the years have been rather disappointing. -Greg
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