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#Actualskytiger

Posted 09 April 2013 - 02:52 AM

converting rgb radiance to luminance I do understand (spectral weighting)

 

but the wiki article is incoherent

it says that luminance is dependent on the angle of view!

and the terms in the equation it gives are ambiguous and I can't determine any set of terms that makes sense

for example: which solid angle, which area, which angle, which flux, etc. etc.)

 

I believe that:

 

luminance = illuminance * reflectance / pi

 

pi describes the reduction in intensity due to diffuse scattering

and you can use rgb albedo as reflectance

 

and that the units cd/m^2 is almost a play on words

in that luminance is a form of intensity - but for surfaces rather than points

 

and the dot lighting we use in games ignores the pi term for simplicity

 

(editor keeps dropping the first letter of lines)


#4skytiger

Posted 09 April 2013 - 02:51 AM

converting rgb radiance to luminance I do understand (spectral weighting)

 

but the wiki article is incoherent

t says that luminance is dependent on the angle of view!

nd the terms in the equation it gives are ambiguous and I can't determine any set of terms that makes sense

for example: which solid angle, which area, which angle, which flux, etc. etc.)

 

I believe that:

 

luminance = illuminance * reflectance / pi

 

pi describes the reduction in intensity due to diffuse scattering

nd you can use rgb albedo as reflectance

 

and that the units cd/m^2 is almost a play on words

in that luminance is a form of intensity - but for surfaces rather than points

 

and the dot lighting we use in games ignores the pi term for simplicity


#3skytiger

Posted 09 April 2013 - 02:51 AM

converting rgb radiance to luminance I do understand (spectral weighting)

 

but the wiki article is incoherent

t says that luminance is dependent on the angle of view!

nd the terms in the equation it gives are ambiguous and I can't determine any set of terms that makes sense

for example: which solid angle, which area, which angle, which flux, etc. etc.)

 

I believe that:

 

luminance = illuminance * reflectance / pi

 

pi describes the reduction in intensity due to diffuse scattering

nd you can use rgb albedo as reflectance

 

and that the units cd/m^2 is almost a play on words

in that luminance is a form of intensity - but for surfaces rather than points

 

and the dot lighting we use in games conveniently ignores the pi term for simplicity


#2skytiger

Posted 09 April 2013 - 02:50 AM

converting rgb radiance to luminance I do understand (spectral weighting)

 

but the wiki article is incoherent

 

it says that luminance is dependent on the angle of view!

 

and the terms in the equation it gives are ambiguous and I can't determine any set of terms that makes sense

 

(for example: which solid angle, which area, which angle, which flux, etc. etc.)

 

I believe that:

 

luminance = illuminance * reflectance / pi

 

pi describes the reduction in intensity due to diffuse scattering

 

and you can use rgb albedo as reflectance

 

and that the units cd/m^2 is almost a play on words

in that luminance is a form of intensity - but for surfaces rather than points

 

and the dot lighting we use in games conveniently ignores the pi term for simplicity


#1skytiger

Posted 09 April 2013 - 02:49 AM

converting rgb radiance to luminance I do understand (spectral weighting)

 

but the wiki article is incoherent

 

it says that luminance is dependent on the angle of view!

 

and the terms in the equation it gives are ambiguous and I can't determine any set of terms that makes sense

 

(for example: which solid angle, which area, which angle, which flux, etc. etc.)

 

I believe that:

 

luminance = illuminance * reflectance / pi

 

pi describes the reduction in intensity due to diffuse scattering

 

and you can use rgb albedo as reflectance

 

and that the units cd/m^2 is almost a play on words

n that luminance is a form of intensity - but for surfaces rather than points

 

and the dot lighting we use in games conveniently ignores the pi term for simplicity


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