Designing freeform surfaces to control light based on real-world illumination patterns is challenging, as existing caustic lens designs often assume oversimplified point or parallel light sources. We propose representing surface light sources using an optimized set of point sources, whose parameters are fitted to the real light source's illumination using a novel differentiable rendering framework. Our physically-based rendering approach simulates light transmission using flux, without requiring prior knowledge of the light source's intensity distribution. To efficiently explore the light source parameter space during optimization, we apply a contraction mapping that converts the constrained problem into an unconstrained one. Using the optimized light source model, we then design the freeform lens shape considering flux consistency and normal integrability. Simulations and physical experiments show our method more accurately represents real surface light sources compared to point-source approximations, yielding caustic lenses that produce images closely matching the target light distributions.
翻译:基于真实世界照明模式设计自由曲面以调控光线具有挑战性,现有焦散透镜设计通常假设过度简化的点光源或平行光源。我们提出使用一组优化后的点光源来表示面光源,其参数通过一种新颖的可微分渲染框架拟合至真实光源的照明分布。我们的基于物理的渲染方法利用光通量模拟光传输,无需预先获知光源的强度分布。为在优化过程中高效探索光源参数空间,我们应用了一种收缩映射,将有约束问题转化为无约束问题。利用优化后的光源模型,我们随后结合光通量一致性与法向可积性设计自由曲面透镜形状。仿真与物理实验表明,相较于点光源近似,我们的方法能更准确地表示真实面光源,所生成的焦散透镜产生的图像与目标光分布高度吻合。