Concept: Radiometry


Why Radiometry Matters

  • Path tracing computes physically correct light transport
  • Without understanding radiometric units, you’ll get factor-of-π errors and wrong energy conservation
  • Every quantity in the rendering equation has a specific unit — know them

Radiometric Quantities

  • Radiant energy Q — total energy of light (joules, J)
  • Radiant flux Φ — power, energy per unit time (watts, W)
    • A 100W light bulb emits 100W of radiant flux (most as heat, ~5% as visible light)
  • Irradiance E — flux arriving per unit area (W/m²)
    • E = dΦ / dA
    • Depends on angle of incidence: E = L * cos(θ) for a single beam
    • This is what a solar panel measures
  • Radiance L — flux per unit area per unit solid angle (W/m²/sr)
    • L = d²Φ / (dA * dω * cos(θ))
    • The cos(θ) accounts for projected area
    • Radiance is what cameras measure — it’s the “brightness” of a ray
    • Key property: radiance is constant along a ray in vacuum (no participating media)

Radiance is What Path Tracing Computes

  • Each ray in a path tracer returns a radiance value L
  • The rendering equation computes outgoing radiance L_o
  • The camera integrates radiance over the pixel area and lens aperture
  • Pixel value = ∫∫ L(ray(x,y)) * W(x,y) dx dy where W is the pixel filter

Relationship Between Quantities

  • Irradiance from radiance: E(x) = ∫_Ω L(x, ω) cos(θ) dω
    • Integrate radiance over the hemisphere, weighted by cosine
    • This is the integral in the rendering equation
  • Radiance from irradiance: L = dE / (dω * cos(θ))
  • For a Lambertian emitter: L_e = M / π where M is exitance (W/m²)
    • Exitance M = total power emitted per unit area
    • The 1/π comes from integrating over the hemisphere

Spectral Quantities

  • All quantities above have spectral versions (per wavelength)
  • Spectral radiance: L_λ(λ) in W/m²/sr/nm
  • RGB rendering: approximate by sampling at 3 wavelengths (R≈700nm, G≈546nm, B≈436nm)
  • Spectral rendering: sample many wavelengths, reconstruct color at end

Common Mistakes

  • Confusing radiance and irradiance
    • Radiance: per solid angle (directional)
    • Irradiance: integrated over hemisphere (omnidirectional)
  • Missing the cos(θ) factor
    • E = L * cos(θ) — a surface tilted away from a light receives less irradiance
    • This is Lambert’s cosine law — it’s a geometric fact, not a material property
  • Wrong units for emissive materials
    • If you want a light to emit X watts total: L_e = X / (area * π) for Lambertian emitter
    • If you set L_e = X directly: the total emitted power scales with area