Radiometry is the measurement of electromagnetic radiation in physical units. In rendering, radiometry gives the language used to describe how lightenergy moves through space, across surfaces, and along directions.
Geometric Quantities
Surface
In radiometry, a surface is usually modeled as a two-dimensional manifold in Euclidean space, typically . This means that near each ordinary point, the surface can be described by two coordinates. When edges are relevant, the surface is treated as a manifold with boundary. Rendering systems may approximate surfaces by polygon meshes, but the radiometric definitions below apply pointwise on smooth pieces.
Surface Patch
A surface patch around a point is a small region of a surface containing . Area densities in radiometry are defined by shrinking such patches around the point.
Surface Normal
A surface normal at a point on a surface is a unit direction perpendicular to the tangent space .
Solid Angle
Let be the -algebra of surface-measurable subsets of the unit sphere . A solid angle is the function that sends a measurable direction set to the surface area of as a subset of :
Thus . This is the three-dimensional analogue of defining an angle in radians by arc length on the unit circle.
Solid Angle is a Measure
With as above, the solid angle function
is a measure on .
The empty set has surface area , so
Now let be pairwise disjoint. By the definition of induced surface area, the surface area of a countable disjoint union is obtained by adding the surface areas of the pieces. Hence
Therefore satisfies countable additivity and is a measure.
Solid Angle of a Single Direction
Let . Compute the solid angle of the one-point set .
By the definition of solid angle,
A single point on a surface has surface area . Therefore
Thus a single point of has solid angle , even though small neighborhoods around that point can have positive solid angle.
First consider a parallelogram spanned by tangent vectors in the plane. Its area is , and because and lie in the plane, is parallel to . The projected parallelogram is spanned by
The area of the projected parallelogram is
The vectors and lie in , so is perpendicular to , and therefore is a scalar multiple of . Since is a unit vector, norm equals absolute dot product with a parallel unit vector gives
By the oriented projected area identity,
Hence
Since is a scalar multiple of the unit normal , the dot product of a vector parallel to a unit vector gives
Thus the formula holds for parallelograms. Since is a linear map on the plane containing , the same constant area-scaling factor applies to every measurable patch in that plane. Therefore
For example, if a short pulse of light carries of energy, then its radiant energy is , where denotes the joule unit of energy.
Watt
A watt, denoted , is the unit of power. One watt is one joule per second:
Radiant Flux
Let be a surface patch. After choosing a time coordinate, let be the function whose value is the radiant energy crossing during the time interval from to . The radiant flux, also called radiant power, through at time is the instantaneous rate
whenever this limit exists. Radiant flux has units of joules per second, more commonly called watts.
For example, if no electromagnetic radiation crosses the chosen surface patch during a small time interval, then , so . If radiation crosses at a constant rate of joules every second, then joules, so .
Radiant Energy from Flux
Let be a surface patch, let with , and suppose that there is a differentiable accumulated radiant energy function such that
If the radiant flux through is for every , and is continuous on , then the radiant energy crossing from to is
Since on , the Fundamental Theorem of Calculus II gives
By the defining property of the accumulated radiant energy function on this interval,
Therefore
As a more physical example, aim a flashlight at a small circular patch on a wall. If the flashlight output pulses in time, then the radiant flux through that circular patch changes with time. For instance, a simple model might be
meaning the patch receives on average, with the instantaneous radiant flux rising and falling between and .
Irradiance
Let be a sequence of surface patches that shrinks to . Write for the incoming radiant flux through at time . The irradiance at and time is the area density of incoming flux:
when this limit exists and has the same value for the shrinking patches under consideration. Irradiance is measured in , using the watt and the metre.
A helpful picture is rain passing through a small window. If the window is twice as large, it catches about twice as many drops, so dividing by the window area gives a rate per area. For light, the situation is smoother: a light source is modeled as producing a continuous flow of radiant flux, not separate drops that must be counted one by one. That is why shrinking the patch area and taking a limit can approach a nonzero density, even though an actual rain window made small enough might have no drops pass through during a short measurement.
For example, if of radiant flux arrives uniformly across a flat surface patch of area , then the irradiance on that patch is , where denotes the metre unit of length.
Radiant Flux from Irradiance
Let be a surface patch on a surface, and fix a time . Suppose the incoming irradiance is defined at each point , is measurable and integrable with respect to surface area on , and represents the area density of incoming radiant flux with respect to the surface area on . Then the incoming radiant flux through is
where is the surface area element on .
Partition into small surface patches , and choose a representative point . Since is the area density of incoming flux, the flux through is approximated by
Adding the approximations gives
In the limit as the partition is refined, these sums converge to the integral of over the subset with respect to surface area. Therefore
The measurability of is not automatic from the pointwise limit notation in the definition of irradiance. To use the integral over , one either assumes this surface-measurability as part of the radiometric model or proves it from more primitive data. A common sufficient route is to express in each coordinate patch of the surface and prove that the coordinate expression is Borel measurable; in particular, a continuous coordinate expression is Borel measurable by continuous functions are Borel measurable.
Irradiance from Shrinking Circular Patches
Let be a flat surface, and let . For each , let
Suppose that, at a fixed time , the incoming radiant flux through every patch is
Prove that the irradiance at and time is .
The patches form a decreasing sequence, since for every . Also,
because the only point whose distance from is at most for every is itself. Therefore shrinks to .
The area of is . By the given flux formula,
Hence
Radiant Exitance
Let be a sequence of surface patches that shrinks to . Write for the outgoing radiant flux through at time . The radiant exitance at and time is the area density of outgoing flux:
when this limit exists and has the same value for the shrinking patches under consideration. Radiant exitance is measured in , using the watt and the metre.
For example, if a glowing panel emits uniformly from a surface area of , then its radiant exitance is .
Radiant Intensity
Suppose , and let be a sequence of subsets of that shrinks to . Write for the radiant flux emitted into at time , and write for the set's solid angle. The radiant intensity at and time is the solid-angle density of emitted flux:
when this limit exists and has the same value for the shrinking direction sets under consideration. Radiant intensity is measured in , using the watt and steradian.
Radiant intensity uses the same density idea, but with direction sets instead of surface patches. Imagine a very small light source at the center of the unit sphere. If we accept twice as large a cone of outgoing directions, we expect about twice as much emitted radiant flux to lie in that cone. Dividing by the cone's solid angle, then shrinking the cone around one direction, gives a directional density of emitted power.
For example, if a small source emits uniformly into a cone whose solid angle is , then its average radiant intensity over that cone is .
Radiant Flux from Radiant Intensity
Let be a measurable set of outgoing directions, and fix a time . Suppose the radiant intensity is defined for , is measurable and integrable with respect to solid angle measure on , and represents the solid-angle density of emitted radiant flux. Then the radiant flux emitted into is
where means integration with respect to solid angle on .
Partition into small direction sets , and choose a representative direction . Since is the solid-angle density of emitted flux, the flux emitted into is approximated by
Adding the approximations gives
In the limit as the direction partition is refined, these sums converge to the integral of over the subset with respect to solid angle. Therefore
Radiant Intensity from Shrinking Direction Sets
Fix a direction and a time . Let be direction sets that shrink to , and suppose
Suppose the emitted radiant flux into at time is
watts. Compute the radiant intensity at and .
Radiance measures radiant flux per unit projected area and per unit solid angle. Let be a sequence of surface patches that shrinks to , and let be a sequence of direction sets that shrinks to . Write for the flux associated with and at time . The radiance at , in direction , at time , is
when this limit exists and has the same value for the shrinking patches and direction sets under consideration. Here is the projected area of in direction . Equivalently, when ,
Radiance is measured in , using the watt, metre, and steradian.
Radiance combines the two localizations above. It measures how much radiant flux passes through an imaginary tiny window around , restricted to a tiny cone of directions around , after dividing out both the window's projected area and the cone's solid angle. The window is just a measuring device around the point ; it does not have to be a physical surface.
For example, if of flux is associated with of projected area and of directions, then the average radiance over that area-direction set is .
Radiance Contribution to Irradiance Density
Let be a point on a surface patch with unit surface normal . For a direction set , let be the irradiance contribution at from incoming directions in . If is a sequence of direction sets that shrinks to , and is locally stable near , then the solid-angle density of at is
By the definition of radiance, flux from directions in a small direction set around is approximated by
where is a small surface patch around , is the small direction set, and is its solid angle. By the projected area formula,
Thus the incoming flux is approximated by
Dividing by gives the contribution per unit surface area,
Thus, for small direction sets near ,
Therefore, along any shrinking sequence for which the density limit exists,
Equivalently, if is a small direction set near , then
where the error is smaller than linear in solid angle:
as shrinks to .
This is the same logic as a one-variable derivative. When a derivative exists, the function has a best linear approximation and the error divided by the input size tends to . Here the input size is the solid angle , and the linear term is . This is why, later, a small direction set with representative direction contributes approximately to irradiance.
Radiance Functions
Incident Radiance
The incident radiance is the radiance arriving at a surface point from direction .
For example, sunlight arriving at a point on a wall from the direction of the sun contributes to for that incoming direction.
Rendering Scene
A rendering scene is the collection of surfaces, light sources, and material scattering functions used to determine the radiance transported through the scene.
No-Hit Sentinel
The no-hit sentinel, denoted , is a special value used to record that a ray did not intersect any surface in a scene. It is not a point of .
Raycast Function
Given a rendering scene , the raycast function
sends a point and a direction to the first surface point hit by the ray starting at and traveling in direction . If the ray hits no surface in , then .
Incident Radiance from Raycast
Let be a rendering scene, let , let , and suppose
If radiance is transported without absorption or emission along the open segment from to , then
The value says that the ray starting at in direction first meets the scene at . Thus light arriving at from direction is the same bundle of light that left in direction . Since there is no absorption or emission along the segment between the two points, radiance is unchanged during this straight-line transport. Therefore
Another way to read the same statement is with path notation. If and are consecutive points on a light path, then the direction is the same direction as , and the opposite direction is . So the same transport identity can be read as
Exitant Radiance
The exitant radiance is the radiance leaving a surface point in direction .
For example, light reflected from a painted wall toward a camera contributes to for the direction from the wall to the camera.
Surface Interaction
Hemisphere of Directions
Let be a point on a surface with surface normal . The positive hemisphere of directions at is
The opposite hemisphere is
BRDF
The bidirectional reflectance distribution function, abbreviated BRDF, describes how much incoming radiance from one direction is reflected into another direction at a surface point. For a surface , write
The value describes reflected scattering at when the incoming unit vector and outgoing unit vector lie in the same hemisphere. Informally, is outgoing radiance per incoming irradiance, so its unit is .
For example, an ideal matte white surface has nearly the same value of for every outgoing direction , while a shiny surface has a value of that is much larger near the mirror-reflection direction.
Lambertian BRDF
A Lambertian BRDF with reflectance is a BRDF whose value is constant over incoming and outgoing directions on the same side of the surface:
The number is the fraction of incident surface power density reflected by the surface.
BTDF
The bidirectional transmittance distribution function, abbreviated BTDF, describes how much incoming radiance from one side of a surface is transmitted into an outgoing direction on the other side. For a surface , write
The value describes transmitted scattering at when the incoming unit direction and outgoing unit direction lie in opposite hemispheres.
The difference from a BRDF is which side of the surface contains the outgoing light. A BRDF describes reflection: the incoming and outgoing directions lie on the same side of the surface. A BTDF describes transmission: the incoming light passes through the surface and leaves on the opposite side.
For example, a clear glass pane has a BTDF that is concentrated around directions determined by refraction.
BSDF
The bidirectional scattering distribution function, abbreviated BSDF, combines the BRDF and BTDF. For a surface , write
Away from tangent directions, it is the piecewise function
Thus describes surface scattering at from the incoming unit direction to the outgoing unit direction , whether the light is reflected or transmitted.
The codomain does not mean that a BSDF value is a fraction of light, and it does not mean that . A BSDF value is a conversion density from incoming irradiance, measured in , to outgoing radiance, measured in . Therefore the raw output of is measured in
Thus, by the linear approximation coming from irradiance density, if a small direction set has representative incoming direction and solid angle , then
is an approximate incoming irradiance contribution, not a radiant flux. Multiplying by gives the corresponding outgoing radiance contribution in direction . A BSDF can be larger than at a particular pair of directions when scattering is concentrated into a small set of outgoing directions; the energy-conserving condition is an integral condition over outgoing directions, not a pointwise bound.
For example, a pane of slightly tinted glass can have a BSDF with a reflected part for mirror-like glare on the front surface and a transmitted part for light that passes through the glass with some absorption. Geometrically, after fixing the surface normal, the BRDF describes scattering into the same hemisphere of directions as reflection, the BTDF describes scattering into the opposite hemisphere, and the BSDF describes both hemispheres together.
Reflected Radiance
Reflected radiance is the part of the exitant radiance at a surface point that comes from incident light scattering at the surface rather than from the surface emitting light by itself.
Emitted Radiance
The emitted radiance is the radiance produced by a surface point itself and leaving in direction .
For example, a glowing screen has nonzero emitted radiance, while a wall lit only by another lamp has zero emitted radiance and only reflected radiance.
The factor converts incoming radiance from a direction into its contribution per unit surface area through projected area.
Energy-Conserving BSDF
A BSDF is energy-conserving if, for every surface point and incoming direction ,
where is the surface normal at . The integral is the total fraction of incoming irradiance from that is scattered into all outgoing directions. The inequality says that the surface may absorb energy, but it does not scatter out more energy than arrived from that incoming direction.
Scattered Radiance
Suppose the local BSDF scattering approximation is being used. Let be a surface point with surface normal , let be an outgoing direction, and let be a measurable incoming direction set. Suppose the function
is measurable and integrable on with respect to solid angle measure. The scattered radiance from into is
This is the part of the exitant radiance leaving in direction that comes from incident light arriving from directions in and scattering at .
The integral in the definition is a Lebesgue integral with respect to the solid angle measure . If
then formally is obtained from the supremum of lower Lebesgue sums. For a finite measurable partition of , the lower sum with respect to the solid angle measure is
When the pieces are small and changes little on each piece, this lower sum is close to the representative-direction sum
where . Expanding the definition of , this is
The factor is the approximate irradiance contribution from , by the linear approximation coming from irradiance density. Multiplying by converts that incoming irradiance contribution into an outgoing scattered radiance contribution in direction . The integral is the rigorous version of taking all of those direction pieces at once.
Local Linear BSDF Scattering Model
The local linear BSDF scattering model is a rendering approximation that assumes the exitant radiance at each surface point and outgoing direction is modeled using two local contributions:
It also assumes the scattered contribution is linear and additive over incoming direction sets. With these assumptions,
BSDF Scattering Equation
Suppose the local linear BSDF scattering model is used for a surface, and suppose scattered radiance is defined for . Then the exitant radiance in direction is
If one is only describing the scattered outgoing radiance, or if , this reduces to the fundamental scattering equation
By the assumptions in the local linear BSDF scattering model, radiance leaving in direction is modeled as an emitted part plus a scattered part:
Applying the definition of scattered radiance with gives
Substituting this expression for the scattered part gives the BSDF scattering equation.
Raycast Form of the BSDF Scattering Equation
Let be a rendering scene, let be a surface point with surface normal , and let be an outgoing direction. Suppose the local linear BSDF scattering model is used at , and suppose that for almost every incoming direction ,
with straight-line radiance transport from to . Then
In path language, this says that the outgoing radiance at in direction is emitted radiance at , plus the scattered contribution from all possible previous path vertices. For each incoming direction , the raycast finds the previous surface point , and the incoming radiance at is the outgoing radiance from back toward .
Point-to-Point Direction
If and , then
is the unit direction from toward .
Visibility Between Surface Points
Let be a rendering scene, and let be surface points in . The visibility factor
is when the open line segment from to intersects no blocking surface in , and is otherwise.
Point-to-Point Exitant Radiance
Let be a rendering scene, and let be distinct surface points. The exitant radiance from to is
Three-Point BSDF
Let be distinct surface points. The three-point BSDF at , from through toward , is
The incoming direction at is the direction from toward the previous point , and the outgoing direction at is the direction from toward the next point .
Geometric Coupling
Let be a rendering scene, and let be distinct surface points with surface normals and . The geometric coupling between and is
The factor packages three things that otherwise appear separately: whether and can see each other, the projected-area cosine at , and the solid-angle-to-surface-area conversion at . This is useful when evaluating the transport equation by sampling surface points instead of sampling directions.
Radial Surface Patch from a Point
Let , and let be a surface patch not containing . We say that is radial from if every half-line starting at intersects in at most one point. Equivalently, for every , there is at most one such that
Intuitively, a radial surface patch from is like a patch of the unit sphere around , except the radius is allowed to vary smoothly with direction. One way to picture it is
where is a direction set and gives one distance from for each direction. A genuine subset of the sphere centered at is the special case . A filled disk containing whole radial line segments from is not radial from , because one direction would correspond to many points of the patch.
Suppose and . By the definition of point-to-point direction,
Since , both and are positive. Thus both and lie on the same half-line
Because is radial from , that half-line intersects in at most one point. Therefore , so is injective.
Let , let be a smooth radial surface patch from , let be the surface area measure on , let assign a unit surface normal to each point , and let
be the direction map. If is integrable, then
The notation means integration with respect to the surface area measure ; it is not evaluation of an -function at .
Thus the coordinate expression of the direction map is
Fix . The direction map is the composition of the translation with the normalization map . For a tangent vector , apply the derivative of the normalization map with
Since the derivative of sends to , this gives
Let
Then the two coordinate tangent vectors on induced by are
By the surface area density cross product formula, the surface-area density of in the coordinates is
The projected vectors lie in , so their cross product is parallel to . Therefore, using norm equals absolute dot product with a parallel unit vector and the oriented projected area identity,
Since is the chosen unit normal field on , the vector is parallel to . Hence
Because , this becomes
Now express the integral with coordinates on the sphere. Let be a coordinate system on the sphere with , and define
so that . The map is a coordinate expression of the direction map. The absolute Jacobian determinant , together with the sphere area density from , is exactly
Since is the solid angle measure, which is surface area measure on , the sphere-coordinate expression of the left side is
where is the surface area density of the sphere in the coordinates . Applying change of variables for Lebesgue integrals to gives
By the definition of surface area measure and the surface area density cross product formula, the measure has local density
Therefore the local integral is
For a patch covered by several coordinate systems, apply the same argument on each piece and add the resulting integrals.
Apply the BSDF scattering equation with outgoing direction :
For a visible surface point , the corresponding incoming direction at is . By incident radiance from raycast,
On each smooth visible patch , apply surface area to solid angle change of variables to the direction map . The determinant calculation in that proposition gives the Jacobian factor
Directions that do not hit a surface contribute nothing to the surface integral, and blocked point pairs are recorded by the visibility factor . Substituting the radiance identity and the change-of-variables factor into the direction integral gives
The factor multiplying the BSDF and radiance is exactly , so the claimed surface form follows.
The direction form suggests sampling directions and then raycasting to find . The surface form suggests sampling points on scene surfaces and then using to account for visibility, orientation, and distance. Both equations describe the same local light transport; they organize the computation differently.
Analytic LTE Solution for an Emitting Lambertian Sphere
Consider the interior surface of a sphere. Suppose every point on the sphere has the same Lambertian BRDF with reflectance , where , and suppose every point emits the same constant emitted radiance
in every direction. Then the solution of the BSDF scattering equation is constant over all surface points and directions, and its value is
By the rotational symmetry of the sphere interior and the constant material and emission assumptions, the outgoing radiance has the same value at every surface point and direction. Write this constant value as . The corresponding incident radiance is also , because every incoming ray last left another point on the same sphere with the same outgoing radiance.
Using the BSDF scattering equation on the inward hemisphere gives
The hemisphere cosine integral is . Indeed, choosing coordinates so that , write in spherical coordinates with polar angle and azimuthal angle . Then and , so
Therefore the scattering equation reduces to
Solving gives
The same result appears by successive substitution. From ,
Repeating this times gives
Since , the remainder tends to , and the geometric series converges to
The successive-substitution series above is a Neumann series. In rendering language, the first term is radiance emitted directly by the surface, the next term is light that has scattered once after emission, the next has scattered twice, and so on. Direct illumination methods keep only the first scattering event from light sources; path tracing estimates the longer sequence by randomly sampling paths.
Energy-Conserving BSDF Does Not Amplify Incident Energy
Suppose that is an energy-conserving BSDF and . Then the scattered part of the BSDF scattering equation does not send out more total surface power density than the incoming radiance delivers to the surface.
The outgoing surface power density due to scattering is obtained by integrating outgoing radiance against the projected-area factor:
Since , substitute the scattered part of the BSDF scattering equation:
Reordering the integrations gives
By the energy-conserving BSDF condition, the parenthesized integral is at most . Therefore the outgoing scattered power density is at most
which is the incoming surface power density. Thus the scattering term redistributes or absorbs incident energy; it does not create extra energy.
BSSRDF
The bidirectional surface scattering reflectance distribution function, abbreviated BSSRDF, generalizes the BRDF by allowing light to enter a surface at one point and leave at another point. It depends on an incident surface point , an incoming direction , an exitant surface point , and an outgoing direction .
For example, wax and skin often need a BSSRDF because light can enter at one nearby point, scatter under the surface, and exit elsewhere.
Spectral Quantities
Wavelength
A wavelength is the spatial period of a wave. For light, wavelength is commonly denoted by .
Visible Wavelength Range
The visible wavelength range is the range of wavelengths that humans can usually see. A common approximate range is to .
A spectral distribution is a function whose input is a wavelength and whose output is the amount of some physical quantity at that wavelength.
Spectral Radiometric Quantity
A spectral radiometric quantity describes how a radiometric quantity is distributed over wavelength. Spectral radiance satisfies
whenever this limit exists over the wavelengths being considered.
For example, two lamps may emit the same total radiant flux but have different spectral power distributions if one emits more short-wavelength light and the other emits more long-wavelength light.
Sampled Spectrum
A sampled spectrum represents a spectral distribution by storing values at finitely many wavelength samples or wavelength intervals.
For example, instead of storing a value for every wavelength from to , a renderer might store values at a fixed set of sample wavelengths and interpolate or average between them.
Spectral Rendering
Spectral rendering is rendering that transports and scatters light using spectral distributions rather than only three color coordinates.
Light Emission
Light Source
A light source is an object or region with nonzero emitted radiance.
Area Light
An area light is a light source whose emission is distributed over a surface region.
For example, a glowing rectangular panel is naturally modeled as an area light.
For example, a daylight standard illuminant gives a repeatable reference spectrum for describing colors under daylight-like illumination.
Color
Color
Color is the perceptual response associated with a light spectrum and an observer. It is not the same thing as a spectral distribution: different spectra can produce the same perceived color for a given observer.
An XYZ color is a triple obtained from a spectral distribution using color matching functions. The coordinate is chosen to correspond to perceived brightness under the standard observer model.
RGB Color
An RGB color is a triple of coordinates relative to chosen red, green, and blue primaries. RGB is a coordinate representation of color, not a complete description of the physical light spectrum.
RGB Color Space
An RGB color space specifies how RGB triples correspond to colors. It includes the red, green, and blue primaries, a white point, and a transfer rule for encoding numerical channel values.
For example, the same triple means the red primary of whichever RGB color space is being used, so changing the color space can change the actual displayed color.
Metamer
Two spectral distributions are metamers for an observer if they produce the same perceived color for that observer.
Exercises
Photons from a Monochromatic Lightbulb
How many photons would a lightbulb emit in , assuming all of its emitted light has the single wavelength ?
A bulb emits of radiant energy in , using the joule and second. A photon with wavelength has energy
Therefore the number of photons is
Using , , and ,
Thus the bulb emits about photons in .
Irradiance from a Unit-Radius Disk
Compute the irradiance at a point due to a unit-radius disk units above the point along the surface normal. Assume the disk has constant outgoing radiance
Do the computation once as an integral over solid angle and once as an integral over area.
Let be the angle from the receiver normal. The disk subtends a cone with maximum angle , where
Using solid angle,
Now compute over disk area. Let be the radial coordinate on the disk. The distance from the point to a disk point is , and the cosine factor at both the receiver and the disk is . Since
the irradiance is
The two computations agree.
Irradiance from a Unit Square
Compute the irradiance at a point due to a square with side length , centered unit above the point in the direction of its surface normal, with constant outgoing radiance
Place the receiving point at the origin and the square in the plane , with
For a point on the square, the squared distance to the receiver is
The receiver cosine and emitter cosine are both . For a small area element represented by , the corresponding irradiance contribution is approximated by
Therefore