COLOR

LIGHTING

  • What is physically correct lighting all about?

    http://gamedev.stackexchange.com/questions/60638/what-is-physically-correct-lighting-all-about

     

    2012-08 Nathan Reed wrote:

    Physically-based shading means leaving behind phenomenological models, like the Phong shading model, which are simply built to “look good” subjectively without being based on physics in any real way, and moving to lighting and shading models that are derived from the laws of physics and/or from actual measurements of the real world, and rigorously obey physical constraints such as energy conservation.

     

    For example, in many older rendering systems, shading models included separate controls for specular highlights from point lights and reflection of the environment via a cubemap. You could create a shader with the specular and the reflection set to wildly different values, even though those are both instances of the same physical process. In addition, you could set the specular to any arbitrary brightness, even if it would cause the surface to reflect more energy than it actually received.

     

    In a physically-based system, both the point light specular and the environment reflection would be controlled by the same parameter, and the system would be set up to automatically adjust the brightness of both the specular and diffuse components to maintain overall energy conservation. Moreover you would want to set the specular brightness to a realistic value for the material you’re trying to simulate, based on measurements.

     

    Physically-based lighting or shading includes physically-based BRDFs, which are usually based on microfacet theory, and physically correct light transport, which is based on the rendering equation (although heavily approximated in the case of real-time games).

     

    It also includes the necessary changes in the art process to make use of these features. Switching to a physically-based system can cause some upsets for artists. First of all it requires full HDR lighting with a realistic level of brightness for light sources, the sky, etc. and this can take some getting used to for the lighting artists. It also requires texture/material artists to do some things differently (particularly for specular), and they can be frustrated by the apparent loss of control (e.g. locking together the specular highlight and environment reflection as mentioned above; artists will complain about this). They will need some time and guidance to adapt to the physically-based system.

     

    On the plus side, once artists have adapted and gained trust in the physically-based system, they usually end up liking it better, because there are fewer parameters overall (less work for them to tweak). Also, materials created in one lighting environment generally look fine in other lighting environments too. This is unlike more ad-hoc models, where a set of material parameters might look good during daytime, but it comes out ridiculously glowy at night, or something like that.

     

    Here are some resources to look at for physically-based lighting in games:

     

    SIGGRAPH 2013 Physically Based Shading Course, particularly the background talk by Naty Hoffman at the beginning. You can also check out the previous incarnations of this course for more resources.

     

    Sébastien Lagarde, Adopting a physically-based shading model and Feeding a physically-based shading model

     

    And of course, I would be remiss if I didn’t mention Physically-Based Rendering by Pharr and Humphreys, an amazing reference on this whole subject and well worth your time, although it focuses on offline rather than real-time rendering.

    ,
    Read more: What is physically correct lighting all about?
  • LUX vs LUMEN vs NITS vs CANDELA – What is the difference

    More details here: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminance

     

     

     

     

    https://www.inhouseav.com.au/blog/beginners-guide-nits-lumens-brightness/

     

     

    Candela

     

    Candela is the basic unit of measure of the entire volume of light intensity from any point in a single direction from a light source. Note the detail: it measures the total volume of light within a certain beam angle and direction.
    While the luminance of starlight is around 0.001 cd/m2, that of a sunlit scene is around 100,000 cd/m2, which is a hundred millions times higher. The luminance of the sun itself is approximately 1,000,000,000 cd/m2.

     

    NIT

     

    https://en.wikipedia.org/wiki/Candela_per_square_metre

     

    The candela per square metre (symbol: cd/m2) is the unit of luminance in the International System of Units (SI). The unit is based on the candela, the SI unit of luminous intensity, and the square metre, the SI unit of area. The nit (symbol: nt) is a non-SI name also used for this unit (1 nt = 1 cd/m2).[1] The term nit is believed to come from the Latin word nitēre, “to shine”. As a measure of light emitted per unit area, this unit is frequently used to specify the brightness of a display device.

    NIT and cd/m2 (candela power) represent the same thing and can be used interchangeably. One nit is equivalent to one candela per square meter, where the candela is the amount of light which has been emitted by a common tallow candle, but NIT is not part of the International System of Units (abbreviated SI, from Systeme International, in French).

    It’s easiest to think of a TV as emitting light directly, in much the same way as the Sun does. Nits are simply the measurement of the level of light (luminance) in a given area which the emitting source sends to your eyes or a camera sensor.

    The Nit can be considered a unit of visible-light intensity which is often used to specify the brightness level of an LCD.

    1 Nit is approximately equal to 3.426 Lumens. To work out a comparable number of Nits to Lumens, you need to multiply the number of Nits by 3.426. If you know the number of Lumens, and wish to know the Nits, simply divide the number of Lumens by 3.426.

    Most consumer desktop LCDs have Nits of 200 to 300, the average TV most likely has an output capability of between 100 and 200 Nits, and an HDR TV ranges from 400 to 1,500 Nits.
    Virtual Production sets currently sport around 6000 NIT ceiling and 1000 NIT wall panels.

     

    The ambient brightness of a sunny day with clear blue skies is between 7000-10,000 nits (between 3000-7000 nits for overcast skies and indirect sunlight).
    A bright sunny day can have specular highlights that reach over 100,000 nits. Direct sunlight is around 1,600,000,000 nits.
    10,000 nits is also the typical brightness of a fluorescent tube – bright, but not painful to look at.

     

     

    https://www.displaydaily.com/article/display-daily/dolby-vision-vs-hdr10-clarified

    Tests showed that a “black level” of 0.005 nits (cd/m²) satisfied the vast majority of viewers. While 0.005 nits is very close to true black, Griffis says Dolby can go down to a black of 0.0001 nits, even though there is no need or ability for displays to get that dark today.
    How bright is white? Dolby says the range of 0.005 nits – 10,000 nits satisfied 84% of the viewers in their viewing tests.
    The brightest consumer HDR displays today are about 1,500 nits. Professional displays where HDR content is color-graded can achieve up to 4,000 nits peak brightness.

    High brightness that would be in danger of damaging the eye would be in the neighborhood of 250,000 nits.

     

    Lumens

     

    Lumen is a measure of how much light is emitted (luminance, luminous flux) by an object. It indicates the total potential amount of light from a light source that is visible to the human eye.
    Lumen is commonly used in the context of light bulbs or video-projectors as a metric for their brightness power.

    Lumen is used to describe light output, and about video projectors, it is commonly referred to as ANSI Lumens. Simply put, lumens is how to find out how bright a LED display is. The higher the lumens, the brighter to display!

    Technically speaking, a Lumen is the SI unit of luminous flux, which is equal to the amount of light which is emitted per second in a unit solid angle of one steradian from a uniform source of one-candela intensity radiating in all directions.

     

    LUX

     

    Lux (lx) or often Illuminance, is a photometric unit along a given area, which takes in account the sensitivity of human eye to different wavelenghts. It is the measure of light at a specific distance within a specific area at that distance. Often used to measure the incidental sun’s intensity.

     

    , ,
    Read more: LUX vs LUMEN vs NITS vs CANDELA – What is the difference

Collections
| Explore posts
| Design And Composition
| Featured AI

Popular Searches
unreal | pipeline | virtual production | free | learn | photoshop | 360 | macro | google | nvidia | resolution | open source | hdri | real-time | photography basics | nuke




Subscribe to PixelSham.com RSS for free
Subscribe to PixelSham.com RSS for free