[Radiance-general] accurate rendering of concavities
Chris Kallie
kallie at umn.edu
Mon Jul 13 19:56:55 PDT 2015
Dear fellow Radiance users,
Recently, I did an experiment that involved the study of subtly-shaded,
locally-concave surface patches, including contours that were indirectly
illuminated in some areas. The problem was, in these deeper regions of
the object, the ambient lighting term dominated the rendered patch.
In the physical world, there is probabilistically only one darkest
region (i.e., a single darkest pixel in HDRI) in any particular image of
a scene. However, with Radiance, I find large patches that share the
same darkest luminance value, and the subtle shading information is
lost. In my last experiment, I was able to overcome this problem with a
hack: I added a large, dim area light for fill. This, in effect, caused
the cosine reflectance function to dominate the shading values, which is
not the same as indirect lighting effects caused by inter-reflections
and contour changes. Unfortunately, although that hack worked for my
purposes at the time, it would not be the right approach for my current
project. How does one eliminate this problem in his/her renderings using
Radiance?
In general, is there a way to recreate an environment using Radiance
that ensures photometric accuracy in subtly-shaded concave regions of
convoluted objects (e.g., caused by gradual orientation changes, umbras,
self-occlusions, and inter-reflections)?
Thank you for your thoughtful considerations.
Sincerely,
Chris Kallie
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