<snip>
>>Radiance is the fundamental radiometric quantity. It is invariant for
>>any optical system.
[quoted text clipped - 12 lines]
> "or passing through a surface" do you mean that it is exiting the
> interface? Can something be incident and still pass through?
Irradiance is a power density. Perhaps it's easier to think of it as
power incident onto a surface (hence, Incidance), or exiting from a
surface (Exitance). But, one can think of the power passing through a
plane even if no material surface is present. They are all the same
concept; why they have different names is a different issue.
Radiometry is the study of the flow of electromagnetic energy- what
direction it propogates and how it is absorbed/scattered (and the
directions it is scattered). I can illuminate a surface with 100
MW/mm^2, some will be absorbed, some will be scattered. I can take the
surface away, there is still an irradiance of 100 MW/mm^2 passing
through the plane where the surface used to be.
> Unfortunately I do not have the aptitude for the Wolfe book you
> mentioned but I only need to be able to understand it well enough to
> build illumination maps with Maya (my 3D app.).
Wolfe is a surprisngly easy read, and it's an excellent reference. I
don't know what Maya does. There's a few good web resources you may
like; search for "bidirectional reflectance distribution function".
Check out gaming sites for ideas also.

Signature
Andrew Resnick, Ph.D.
Department of Physiology and Biophysics
Case Western Reserve University
ronviers@gmail.com - 31 Aug 2007 17:36 GMT
> But, one can think of the power passing through a
> plane even if no material surface is present.
> I can take the
> surface away, there is still an irradiance of 100 MW/mm^2 passing
> through the plane where the surface used to be.
> --
> Andrew Resnick, Ph.D.
> Department of Physiology and Biophysics
> Case Western Reserve University
Got it. Thank you.
Thanks also for the search BRDF tip. It turns out to be very
important, as well as the more general BSSRDF used for simulating
subsurface scattering.
http://graphics.ucsd.edu/~henrik/
http://graphics.ucsd.edu/~henrik/papers/bssrdf/
Here is what Maya does - besides gaming
Industrial Light & Magic (ILM) was the main visual effects house for
Pirates of the Caribbean: At World's End. ILM used Maya and Flame as
part of its proprietary SABRE visual effects system to create computer-
generated characters and maelstrom sequence.
Transformers - ILM used Maya and Inferno as part of its proprietary
SABRE visual effects system to complete 460 shots for the film. Maya
was used for all character animation, including the challenging
opening sequence in which a robot attacks an American military base in
the Middle East. The robot's bones were created using Maya and
imported into Inferno, and were animated and combined with flying and
burning debris.
Fantastic Four: Rise of the Silver Surfer - The Orphanage completed
approximately 120 shots on the film, with the majority of shots
involving Maya 3D animation software.
Surf's Up, from Sony Pictures Imageworks. The wizards at Sony Pictures
Imageworks used Autodesk Lustre color grading system for the film's
final grade. Also, a combination of software was used to create the
final water animation, with much of it completed using Maya.
Penelope is the story of pig-nosed Penelope Wilhern (Christina Ricci)
and her family's secret curse. Double Negative turned to Maya to
create the complicated computer-generated tree that helps tell the
tale in the film's opening.
Evan Almighty: Rhythm + Hues used Autodesk Maya to create computer-
generated characters and CafeFX used Maya to model and animate sixty
CG salt-water tropical fish