Mahdi M. Bagher / Cyril Soler / Nicolas Holzschuch Maverick, INRIA Grenoble-Rhône-Alpes and LJK (University of Grenoble and CNRS)

Size: px
Start display at page:

Download "Mahdi M. Bagher / Cyril Soler / Nicolas Holzschuch Maverick, INRIA Grenoble-Rhône-Alpes and LJK (University of Grenoble and CNRS)"

Transcription

1 Mahdi M. Bagher / Cyril Soler / Nicolas Holzschuch Maverick, INRIA Grenoble-Rhône-Alpes and LJK (University of Grenoble and CNRS)

2 Wide variety of materials characterized by surface reflectance and scattering

3 There is room for improvement! Cook-Torrance BRDF Lab error Beckmann Distribution Gold-metallic-paint Ground truth

4 What is reflectance? How to acquire reflectance? How to represent reflectance? Tabulated BRDF Compression and factorization Analytical approximations

5 For each surface point: For each light direction: For each view direction: How much of the incident light is reflected? Depends on: Light properties Material properties Geometric profile of the surface

6 Rusinkiewicz's half-angle coordinate system BRDF measurement gantry [Matusik et al. 2003] MERL BRDF Database

7 Tabulating the full BRDF measurement Large memory footprint (33 MB for an isotropic MERL material) Impractical importance sampling Unreliable measurements near grazing angles Difficult reflectance editing [Bagher et al. 2012] [Pellacini et al. 2007] [Lawrence et al. 2006] [Ben-Artzi et al. 2006]

8 Use BRDF compression and factorization Smaller memory footprint Importance sampling can still be a problem Editability is still hard Potential loss of subtle or wavelength dependent effects [Romeiro et al. 2008] [Pacanowski et al. 2012] [Claustres et al. 2007] [Wang et al. 2009] [McCool et al. 2001] [Kautz et al. 1999]

9 Approximate reflectance using analytical expressions Some are physically-based models. (e.g. Cook-Torrance) Some other are empirical (e.g. Phong) Fast evaluation More practical importance sampling Editing by parameter tweaking Not accurate for highly glossy and specular materials [Ngan et al. 2005] The parameters can be used for fitting to measurements

10 [Ward 1992] [Duer 2004] [Blinn 1977] [Lafortune 1997] [Cook et al. 1981] [He et al. 1991] [Ashikhmin et al. 2000] Purple-paint [Ngan et al. 2005]

11 A rough surface is composed of many specular micro-facets Each micro-facet reflects light in a single direction according to its normal Micro-facets follow a Normal Distribution Function (D). view light m m m

12 Normal distribution function Shadowing and masking Fresnel [Cook & Torrance 1982]

13 Beckmann NDF (widely used in graphics) [Cook & Torrance 1982] Exponential NDF (used for radio wave propagation) [Brown 1980] & [Bourlier et al. 2002] Trowbridge-Reitz / GGX NDFs [Trowbridge et al. 1975] & [Walter et al. 2007] D(θ h ) θ h

14 Smith [Smith 1967] shadowing functions (G 1 ) is derived from the micro-facet distribution D. incoming outgoing θ o highly specular material θ o glossy material

15 Depends on the refraction index of the material Small at normal incidence and increases to unity at grazing angles Schlick s approximation to Fresnel is widely used [Schlick 1994] Fresnel [Lazanyi et al. 2005]: more accurate but complex Fresnel approximation for metals θ d

16 Existing models are not very accurate Specially for highly glossy and specular materials [Ngan et al. 2005] We need a more accurate model: Approach: Identify the problems (by looking at an example) Propose solutions to the identified problems

17 If, then Fresnel becomes a constant. For very small and specular materials, is almost constant and equal to 1. The extracted BRDF slice, for varying θ h with θ d = 0, varies with D only!

18 Requirements: 1. Non-zero slope at θ h = 0 2. Rapid decrease at the peak 3. Slow decrease at the tail

19 We are going to propose: A more accurate analytical expression In the case of Cook-Torrance BRDF A better normal distribution function (D) shadowing and masking function (G) is derived from D A better Fresnel function (F) A fast and efficient fitting algorithm An Importance sampling solution Validation (quantitative and qualitative)

20 Shifted Gamma Distribution where incomplete gamma function

21 Derived form the Shifted Gamma Distribution Sidedness agreement incomplete gamma function confluent hyper-geometric function of the second kind Numerically approximate the integral by Gauss Legendre quadrature

22 θ o Fruitewood-241

23 At grazing angles, Fresnel decreases to 0 instead of increasing to 1

24 For some materials, the measured Fresnel is different from Schlick s curve

25 Our Fresnel term is a generalization of Schlick s approximation Schlick new gold-paint nickel brass

26 No closed form expression available Importance sample the GGX distribution as an approximation Refer to supplemental for details

27 Each RGB channel is fitted separately wavelength dependent effects (e.g. Fresnel) Faster and efficient fitting with less constraints We only use two slices of the BRDF for fitting Inspired by previous work: It s automated (no manual tweaking) [Romeiro et al. 2008] [Pacanowski et al. 2012] Any non-linear optimization would work We used Levenberg-Marquardt [Lourakis 2004]

28 Two-step approach: 1. Fit the SGD parameters (α,p) and ρ d to the measured reflectance for varying θ h with θ d = 0 2. Fit the Fresnel parameters (F 0,F 1 ) and ρ s to the measured reflectance for varying θ d with θ h = 0

29 Cook-Torrance BRDF Cook-Torrance BRDF Beckmann Distribution Ground truth SGD (ours) Lab error Lab error

30 Cook-Torrance BRDF Cook-Torrance BRDF Beckmann Distribution Ground truth SGD (ours) Lab error Lab error

31 Cook-Torrance BRDF Cook-Torrance BRDF Beckmann Distribution Ground truth SGD (ours) Lab error Lab error

32

33 Lafortune BRDF Cook-Torrance BRDF With Beckmann Cook-Torrance BRDF With TR / GGX Cook-Torrance BRDF With SGD (ours) Ground truth Lafortune Lab error Cook-Torrance BRDF With Beckmann Lab error Cook-Torrance BRDF With TR / GGX Lab error Cook-Torrance BRDF With SGD (ours) Lab error

34 Lafortune BRDF Cook-Torrance BRDF With Beckmann Cook-Torrance BRDF With TR / GGX Cook-Torrance BRDF With SGD (ours) Ground truth Lafortune Lab error Cook-Torrance BRDF With Beckmann Lab error Cook-Torrance BRDF With TR / GGX Lab error Cook-Torrance BRDF With SGD (ours) Lab error

35 Nickel

36 specular-violet-phenolic

37

38

39 Fitting cost: Using only two slices of the BRDF made fitting extremely fast (2.5 min on average) 65% of the materials were fitted in less than a minute. Rendering cost: 2x more expensive than Beckmann because each RGB channel is evaluated separately

40 3 Multi-lobe materials out of 100 : two-layer-silver two-layer-gold alum-bronze two-layer-silver

41 Null Fresnel at normal incidence Did not pick the right shape for specular lobe white-paint

42

43 The shifted gamma micro-facet probability distribution for Cook-Torrance BRDF non-zero slope at θ h = 0 rapid decrease at the peak slow decrease at the tail approximated the measured distribution very well A generalized Fresnel term approximation approximates the measured Fresnel very well A fitting algorithm fitted each channel separately used two slices of the BRDF only kept the calculation tractable and stable

44 Apply the same principle to material acquisition Possible physical interpretation for our distribution

45 Mahdi M. Bagher / Cyril Soler / Nicolas Holzschuch Maverick, INRIA Grenoble-Rhône-Alpes and LJK (University of Grenoble and CNRS) Beckmann Lab Error Beckmann distribution Ground truth SGD distribution (ours) SGD Lab error (ours) Beckmann Lab Error Beckmann distribution Ground truth SGD distribution (ours) SGD Lab error (ours)

Experimental Validation of Analytical BRDF Models

Experimental Validation of Analytical BRDF Models Experimental Validation of Analytical BRDF Models Addy Ngan, Frédo Durand, Wojciech Matusik Massachusetts Institute of Technology Goal Evaluate and analyze the performance of analytical reflectance models

More information

CS 5625 Lec 2: Shading Models

CS 5625 Lec 2: Shading Models CS 5625 Lec 2: Shading Models Kavita Bala Spring 2013 Shading Models Chapter 7 Next few weeks Textures Graphics Pipeline Light Emission To compute images What are the light sources? Light Propagation Fog/Clear?

More information

Lecture 4: Reflection Models

Lecture 4: Reflection Models Lecture 4: Reflection Models CS 660, Spring 009 Kavita Bala Computer Science Cornell University Outline Light sources Light source characteristics Types of sources Light reflection Physics-based models

More information

Shading & Material Appearance

Shading & Material Appearance Shading & Material Appearance ACM. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. MIT EECS 6.837 Matusik

More information

Reflection models and radiometry Advanced Graphics

Reflection models and radiometry Advanced Graphics Reflection models and radiometry Advanced Graphics Rafał Mantiuk Computer Laboratory, University of Cambridge Applications To render realistic looking materials Applications also in computer vision, optical

More information

Reflectance Models (BRDF)

Reflectance Models (BRDF) Reflectance Models (BRDF) 1996-2017 Josef Pelikán CGG MFF UK Praha pepca@cgg.mff.cuni.cz http://cgg.mff.cuni.cz/~pepca/ BRDF 2017 Josef Pelikán, http://cgg.mff.cuni.cz/~pepca 1 / 62 Light travels through

More information

Complex Shading Algorithms

Complex Shading Algorithms Complex Shading Algorithms CPSC 414 Overview So far Rendering Pipeline including recent developments Today Shading algorithms based on the Rendering Pipeline Arbitrary reflection models (BRDFs) Bump mapping

More information

Computer Graphics (CS 543) Lecture 8 (Part 1): Physically-Based Lighting Models

Computer Graphics (CS 543) Lecture 8 (Part 1): Physically-Based Lighting Models Computer Graphics (CS 543) Lecture 8 (Part 1): Physically-Based Lighting Models Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) BRDF Evolution BRDFs have evolved historically

More information

Recent Advances in Physically Based Shading

Recent Advances in Physically Based Shading Recent Advances in Physically Based Shading Naty Hoffman Lucasfilm Hi. As Steve mentioned, my intro is a bit different this year - covering recent work in the field instead of physics & math fundamentals.

More information

Mathematica Notebook for Background: Physics and Math of Shading

Mathematica Notebook for Background: Physics and Math of Shading Mathematica Notebook for Background: Physics and Math of Shading In[1]:= This notebook contains some computations referenced in the course notes. Off NIntegrate::inumr SetOptions Plot, PlotRange All ;

More information

Connecting Measured BRDFs to Analytic BRDFs by Data-Driven Diffuse-Specular Separation

Connecting Measured BRDFs to Analytic BRDFs by Data-Driven Diffuse-Specular Separation Connecting Measured BRDFs to Analytic BRDFs by Data-Driven Diffuse-Specular Separation TIANCHENG SUN, University of California, San Diego HENRIK WANN JENSEN, University of California, San Diego RAVI RAMAMOORTHI,

More information

Background: Physics and Math of Shading

Background: Physics and Math of Shading Background: Physics and Math of Shading Naty Hoffman 2K Hi. Over the next 25 minutes or so I ll be going from the physics underlying shading, to the math used to describe it in the kind of shading models

More information

Timothy Walsh. Reflection Models

Timothy Walsh. Reflection Models Timothy Walsh Reflection Models Outline Reflection Models Geometric Setting Fresnel Reflectance Specular Refletance & Transmission Microfacet Models Lafortune Model Fresnel Incidence Effects Diffuse Scatter

More information

Fundamentals of Rendering - Reflectance Functions

Fundamentals of Rendering - Reflectance Functions Fundamentals of Rendering - Reflectance Functions Image Synthesis Torsten Möller Mike Phillips Reading Chapter 8 of Physically Based Rendering by Pharr&Humphreys Chapter 16 in Foley, van Dam et al. Chapter

More information

Error Reduction and Simplification for Shading Anti-Aliasing

Error Reduction and Simplification for Shading Anti-Aliasing Error Reduction and Simplification for Shading Anti-Aliasing Yusuke Tokuyoshi Square Enix Co., Ltd. 1 Introduction The shading anti-aliasing technique [Kaplanyan et al. 016] is a simple solution for specular

More information

Fundamentals of Rendering - Reflectance Functions

Fundamentals of Rendering - Reflectance Functions Fundamentals of Rendering - Reflectance Functions CMPT 461/761 Image Synthesis Torsten Möller Reading Chapter 8 of Physically Based Rendering by Pharr&Humphreys Chapter 16 in Foley, van Dam et al. Chapter

More information

Lights, Surfaces, and Cameras. Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons

Lights, Surfaces, and Cameras. Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons Reflectance 1 Lights, Surfaces, and Cameras Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons 2 Light at Surfaces Many effects when light strikes a surface -- could be:

More information

Mathematica Notebook for the SIGGRAPH 2013 talk Background: Physics and Math of Shading

Mathematica Notebook for the SIGGRAPH 2013 talk Background: Physics and Math of Shading Mathematica Notebook for the SIGGRAPH 03 talk Background: Physics and Math of Shading This notebook contains some computations referenced in the course notes. Off@NIntegrate::inumrD SetOptions@Plot, PlotRange

More information

Surface Reflection Models

Surface Reflection Models Surface Reflection Models Frank Losasso (flosasso@nvidia.com) Introduction One of the fundamental topics in lighting is how the light interacts with the environment. The academic community has researched

More information

Game Technology. Lecture Physically Based Rendering. Dipl-Inform. Robert Konrad Polona Caserman, M.Sc.

Game Technology. Lecture Physically Based Rendering. Dipl-Inform. Robert Konrad Polona Caserman, M.Sc. Game Technology Lecture 7 4.12.2017 Physically Based Rendering Dipl-Inform. Robert Konrad Polona Caserman, M.Sc. Prof. Dr.-Ing. Ralf Steinmetz KOM - Multimedia Communications Lab PPT-for-all v.3.4_office2010

More information

Illumination. Illumination CMSC 435/634

Illumination. Illumination CMSC 435/634 Illumination CMSC 435/634 Illumination Interpolation Illumination Illumination Interpolation Illumination Illumination Effect of light on objects Mostly look just at intensity Apply to each color channel

More information

Visual Appearance and Color. Gianpaolo Palma

Visual Appearance and Color. Gianpaolo Palma Visual Appearance and Color Gianpaolo Palma LIGHT MATERIAL Visual Appearance Color due to the interaction between the lighting environment (intensity, position, ) and the properties of the object surface

More information

Physically Based Shading at Disney

Physically Based Shading at Disney Physically Based Shading at Disney by Brent Burley, Walt Disney Animation Studios Introduction Following our success with physically based hair shading on Tangled [27], we began considering physically

More information

Local Reflection Models

Local Reflection Models Local Reflection Models Illumination Thus Far Simple Illumination Models Ambient + Diffuse + Attenuation + Specular Additions Texture, Shadows, Used in global algs! (Ray tracing) Problem: Different materials

More information

BRDF Computer Graphics (Spring 2008)

BRDF Computer Graphics (Spring 2008) BRDF Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Reflected Radiance proportional to Irradiance Constant proportionality: BRDF [CW

More information

Radiometry and reflectance

Radiometry and reflectance Radiometry and reflectance http://graphics.cs.cmu.edu/courses/15-463 15-463, 15-663, 15-862 Computational Photography Fall 2018, Lecture 16 Course announcements Homework 4 is still ongoing - Any questions?

More information

CS6670: Computer Vision

CS6670: Computer Vision CS6670: Computer Vision Noah Snavely Lecture 21: Light, reflectance and photometric stereo Announcements Final projects Midterm reports due November 24 (next Tuesday) by 11:59pm (upload to CMS) State the

More information

Image-based BRDF Representation

Image-based BRDF Representation JAMSI, 11 (2015), No. 2 47 Image-based BRDF Representation A. MIHÁLIK AND R. ĎURIKOVIČ Abstract: To acquire a certain level of photorealism in computer graphics, it is necessary to analyze, how the materials

More information

Comparison of BRDF-Predicted and Observed Light Curves of GEO Satellites. Angelica Ceniceros, David E. Gaylor University of Arizona

Comparison of BRDF-Predicted and Observed Light Curves of GEO Satellites. Angelica Ceniceros, David E. Gaylor University of Arizona Comparison of BRDF-Predicted and Observed Light Curves of GEO Satellites Angelica Ceniceros, David E. Gaylor University of Arizona Jessica Anderson, Elfego Pinon III Emergent Space Technologies, Inc. Phan

More information

Acquisition and Representation of Material. Appearance for Editing and Rendering

Acquisition and Representation of Material. Appearance for Editing and Rendering Acquisition and Representation of Material Appearance for Editing and Rendering Jason Davis Lawrence A Dissertation Presented to the Faculty of Princeton University in Candidacy for the Degree of Doctor

More information

Illumination and Shading - II

Illumination and Shading - II Illumination and Shading - II Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/19/07 1 From last time Light Sources Empirical Illumination Shading Local vs Global Illumination 2/19/07

More information

ALTA: A BRDF analysis library

ALTA: A BRDF analysis library ALTA: A BRDF analysis library Laurent Belcour 1,2, Pascal Barla 2, Romain Pacanowski 3,2 1 Ligum, Université de Montréal 2 Inria Bordeaux Sud- Ouest 3 LP2N, CNRS Motivations & Goals Motivations & Goals

More information

Wednesday, July 24, 13

Wednesday, July 24, 13 The Chase Pushing the Limits of Modern Mobile GPU Renaldas Zioma, Unity Technologies Ole Ciliox, Unity Technologies The Chase High-End Mobile Demo Built with off-the-shelf Unity 4.2 The Chase Goals Impressive

More information

A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling

A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling EUROGRAPHICS 2 / Jonathan C. Roberts Short Presentations A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling Csaba Kelemen and László Szirmay-Kalos Department of Control Engineering

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

Final-Placement BRDF Editing. Aner Ben-Artzi

Final-Placement BRDF Editing. Aner Ben-Artzi Final-Placement BRDF Editing Aner Ben-Artzi Submitted in partial fulfillment of the Requirements for the degree of Doctor of Philosophy in the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2007

More information

Modeling Custom Surface Roughness with LucidShape 2D Scatter Curve BSDF Material

Modeling Custom Surface Roughness with LucidShape 2D Scatter Curve BSDF Material WHITE PAPER Modeling Custom Surface Roughness with LucidShape 2D Scatter Curve BSDF Material Author Andreas Bielawny, Ph.D. CAE Synopsys, Inc. Abstract LucidShape accurately simulates how light interacts

More information

The Halfway Vector Disk for BRDF Modeling

The Halfway Vector Disk for BRDF Modeling The Halfway Vector Disk for BRDF Modeling DAVE EDWARDS, SOLOMON BOULOS, JARED JOHNSON and PETER SHIRLEY University of Utah MICHAEL ASHIKHMIN State University of New York, Stony Brook MICHAEL STARK University

More information

Computer Vision Systems. Viewing Systems Projections Illuminations Rendering Culling and Clipping Implementations

Computer Vision Systems. Viewing Systems Projections Illuminations Rendering Culling and Clipping Implementations Computer Vision Systems Viewing Systems Projections Illuminations Rendering Culling and Clipping Implementations Viewing Systems Viewing Transformation Projective Transformation 2D Computer Graphics Devices

More information

Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs

Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs http://jcgt.org Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs Eric Heitz INRIA ; CNRS ; Univ. Grenoble Alpes Abstract We provide a new presentation of the masking-shadowing functions

More information

Efficient BRDF Importance Sampling Using A Factored Representation

Efficient BRDF Importance Sampling Using A Factored Representation Efficient BRDF Importance Sampling Using A Factored Representation Jason Lawrence Princeton University Szymon Rusinkiewicz Princeton University Ravi Ramamoorthi Columbia University Abstract High-quality

More information

Physically-Based Reflectance for Games

Physically-Based Reflectance for Games Physically-Based Reflectance for Games 8:40-9:15: Reflectance Naty Hoffman 15 Reflectance Types of Reflectance Reflectance Theory Reflection Model Foundations In this section, we will first discuss various

More information

A BRDF Representing Method Based on Gaussian Process

A BRDF Representing Method Based on Gaussian Process A BRDF Representing Method Based on Gaussian Process Jianying Hao, Yue liu, Dongdong Weng School of optoeletronics, Beijing Institute of Technology, 5 South Zhongguancun Street, Haidian District, Beijing,

More information

CSE 681 Illumination and Phong Shading

CSE 681 Illumination and Phong Shading CSE 681 Illumination and Phong Shading Physics tells us What is Light? We don t see objects, we see light reflected off of objects Light is a particle and a wave The frequency of light What is Color? Our

More information

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Lecture #7: Color and Shading Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #3 due this Friday,

More information

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008) Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Radiance Power per unit projected area perpendicular to the ray per unit solid angle in

More information

The Ellipsoid Normal Distribution Function

The Ellipsoid Normal Distribution Function The Ellipsoid Normal Distribution Function Bruce Walter, Zhao Dong, Steve Marschner and Donald P. Greenberg November 2014 (last revised August 2015) Supplemental material for ACM TOG paper: Predicting

More information

Here I ll present a brief summary of the important aspects and then dive into improvements we made on Black Ops II.

Here I ll present a brief summary of the important aspects and then dive into improvements we made on Black Ops II. We started pursuing Physically Based Shading during Black Ops, details of which I presented at SIGGRAPH 2011, as part of the Advances in Real-Time Rendering course. Here I ll present a brief summary of

More information

Shading. Brian Curless CSE 557 Autumn 2017

Shading. Brian Curless CSE 557 Autumn 2017 Shading Brian Curless CSE 557 Autumn 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global

More information

Announcements. Light. Properties of light. Light. Project status reports on Wednesday. Readings. Today. Readings Szeliski, 2.2, 2.3.

Announcements. Light. Properties of light. Light. Project status reports on Wednesday. Readings. Today. Readings Szeliski, 2.2, 2.3. Announcements Project status reports on Wednesday prepare 5 minute ppt presentation should contain: problem statement (1 slide) description of approach (1 slide) some images (1 slide) current status +

More information

EDAN30 Photorealistic Computer Graphics. Seminar 1, Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student

EDAN30 Photorealistic Computer Graphics. Seminar 1, Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student EDAN30 Photorealistic Computer Graphics Seminar, 203 Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student (magnusa@cs.lth.se) Today s Agenda Structure of Assignments Quick prtracer walkthrough

More information

Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao

Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao Computer Science Department University of California, Irvine CS295, Spring 2017 Shuang Zhao 1 Today s Lecture Radiometry Physics of light BRDFs How materials

More information

Physically Based Shading in Unity. Aras Pranckevičius Rendering Dude

Physically Based Shading in Unity. Aras Pranckevičius Rendering Dude Physically Based Shading in Unity Aras Pranckevičius Rendering Dude Outline New built-in shaders in Unity 5 What, how and why And all related things Shaders in Unity 4.x A lot of good things are available

More information

Institutionen för teknik och naturvetenskap

Institutionen för teknik och naturvetenskap Institutionen för teknik och naturvetenskap Department of Science and Technology Examensarbete Accurate BRDF Modelling for Wide Angle Scattering Examensarbete utfört i Datorgrafik vid Tekniska högskolan

More information

Lighting Killzone : Shadow Fall

Lighting Killzone : Shadow Fall Lighting Killzone : Shadow Fall Michal Drobot Senior Tech Programmer Guerrilla Games Intro Guerrilla Games is SCEE studio based in Amsterdam Working on two Playstation 4 titles: Killzone: Shadow Fall New

More information

Ray Tracing: shading

Ray Tracing: shading Ray Tracing: shading CS 4620 Lecture 6 2018 Steve Marschner 1 Image so far With eye ray generation and scene intersection for 0

More information

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD Shading, lighting, & BRDF Theory Cliff Lindsay, PHD Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs Decomposing Reflection

More information

Light Field Spring

Light Field Spring Light Field 2015 Spring Recall: Light is Electromagnetic radiation (EMR) moving along rays in space R(l) is EMR, measured in units of power (watts) l is wavelength Useful things: Light travels in straight

More information

Physically-Based Reflectance for Games

Physically-Based Reflectance for Games Physically-Based Reflectance for Games 10:30-11:15: Reflectance Rendering with Point Lights Naty Hoffman & Dan Baker 60 Reflectance Rendering with Point Lights Analytical BRDFs (Naty & Dan) Other Types

More information

Adaptive highlights stencils for modeling of multi-axial BRDF anisotropy

Adaptive highlights stencils for modeling of multi-axial BRDF anisotropy Vis Comput DOI 10.1007/s00371-015-1148-1 ORIGINAL ARTICLE Adaptive highlights stencils for modeling of multi-axial BRDF anisotropy An alternative to analytical anisotropic BRDF modeling Jiří Filip 1 Michal

More information

Distribution-based BRDFs

Distribution-based BRDFs Distribution-based BRDFs Michael Ashikhmin and Simon Premože Figure 1: A comparison between various measured BRDFs and their approximations using distribution-based BRDFs. Left: measured BRDFs. Right:

More information

CS6670: Computer Vision

CS6670: Computer Vision CS6670: Computer Vision Noah Snavely Lecture 20: Light, reflectance and photometric stereo Light by Ted Adelson Readings Szeliski, 2.2, 2.3.2 Light by Ted Adelson Readings Szeliski, 2.2, 2.3.2 Properties

More information

THE SCATTERING OF ELECTROMAGNETIC WAVES FROM ROUGH SURFACES

THE SCATTERING OF ELECTROMAGNETIC WAVES FROM ROUGH SURFACES THE SCATTERING OF ELECTROMAGNETIC WAVES FROM ROUGH SURFACES Petr Beckmann Andre Spizzichino CONTENTS Part I-THEORY By PETR BECKMANN 1. INTRODUCTION 2. QUALITATIVE CONSIDERATIONS 9 2.1. The Rayleigh Criterion

More information

Adaptive Highlights Stencils for Modeling of Multi-Axial BRDF Anisotropy

Adaptive Highlights Stencils for Modeling of Multi-Axial BRDF Anisotropy Visual Computer manuscript No. (will be inserted by the editor) Adaptive Highlights Stencils for Modeling of Multi-Axial BRDF Anisotropy An Alternative to Analytical Anisotropic BRDF Modelling Jiří Filip

More information

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012) Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry http://inst.eecs.berkeley.edu/~cs184 Overview Lighting and shading key in computer graphics HW 2 etc. ad-hoc shading models,

More information

Experimental Analysis of BRDF Models

Experimental Analysis of BRDF Models MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com Experimental Analysis of BRDF Models Addy Ngan, Fredo Durand, Wojciech Matusik TR2005-151 June 2005 Abstract The Bidirectional Reflectance

More information

BRDF measurement and color appearance simulation based on iccmax framework

BRDF measurement and color appearance simulation based on iccmax framework BRDF measurement and color appearance simulation based on iccmax framework Wei-Chun HUNG, Pei-Li SUN 2017/06/28 Graduate Institute of Color and Illumination Tech., Nat. Taiwan Univ. of Sci. & Tech. Page

More information

Modeling Material Reflection with BRDFLab

Modeling Material Reflection with BRDFLab Modeling Material Reflection with BRDFLab Adrià Forés 1,2, Sumanta N. Pattanaik 2, Carles Bosch 1, Xavier Pueyo 1 1 ViRVIG - Universitat de Girona 2 University of Central Florida Technical Report IMA13-01-RR

More information

The Ellipsoid Normal Distribution Function

The Ellipsoid Normal Distribution Function The Ellipsoid Normal Distribution Function Bruce Walter, Zhao Dong, Steve Marschner and Donald P. Greenberg Supplemental material for ACM TOG paper: Predicting Surface Appearance from Measured Microgeometry

More information

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10 Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into

More information

Advanced d Computer Graphics CS 563: Real Time Ocean Rendering

Advanced d Computer Graphics CS 563: Real Time Ocean Rendering Advanced d Computer Graphics CS 563: Real Time Ocean Rendering [Real Time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF] Xin Wang March, 20, 2012 Computer Science Dept. Worcester

More information

Family of Energy Conserving Glossy Reflection Models

Family of Energy Conserving Glossy Reflection Models Family of Energy Conserving Glossy Reflection Models Michal Radziszewski and Witold Alda AGH University of Science and Technology, al. Mickiewicza 3, 3-59 Krakow, Poland mradzisz@student.agh.edu.pl, alda@agh.edu.pl

More information

Shading / Light. Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham

Shading / Light. Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham Shading / Light Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham Phong Illumination Model See Shirley, Ch 10 and http://en.wikipedia.org/wiki/phong_shading

More information

BRDFs. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

BRDFs. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 BRDFs Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 The Rendering Equation Radiance Radiance is a measure of the quantity of light radiation reflected (and/or emitted) from a surface within

More information

02 Shading and Frames. Steve Marschner CS5625 Spring 2016

02 Shading and Frames. Steve Marschner CS5625 Spring 2016 02 Shading and Frames Steve Marschner CS5625 Spring 2016 Light reflection physics Radiometry redux Power Intensity power per unit solid angle Irradiance power per unit area Radiance power per unit (solid

More information

Lab 9 - Metal and Glass

Lab 9 - Metal and Glass Lab 9 - Metal and Glass Let the form of an object be what it may, light, shade, and perspective will always make it beautiful. -John Constable Prologue Support code: /course/cs1230/src/labs/lab09 This

More information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces

More information

Property of: Entrada Interactive. PBR Workflow. Working within a PBR-based environment

Property of: Entrada Interactive. PBR Workflow. Working within a PBR-based environment Property of: Entrada Interactive PBR Workflow Working within a PBR-based environment Ryan Manning 8/24/2014 MISCREATED PBR WORKFLOW CryDocs on Physically Based Shading/Rendering: http://docs.cryengine.com/display/sdkdoc4/physically+based+rendering

More information

w Foley, Section16.1 Reading

w Foley, Section16.1 Reading Shading w Foley, Section16.1 Reading Introduction So far, we ve talked exclusively about geometry. w What is the shape of an object? w How do I place it in a virtual 3D space? w How do I know which pixels

More information

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF Shading Introduction Affine transformations help us to place objects into a scene. Before creating images of these objects, we ll look at models for how light interacts with their surfaces. Such a model

More information

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) CS380: Computer Graphics Illumination and Shading Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Course Objectives (Ch. 10) Know how to consider lights during rendering models

More information

PTFE Reflectance Measurements, Modeling and Simulation for Xenon Detectors

PTFE Reflectance Measurements, Modeling and Simulation for Xenon Detectors PTFE Reflectance Measurements, Modeling and Simulation for Xenon Detectors Claudio F. P. Silva University of Coimbra LIP Laboratory Chicago, 11 June 2011 TIPP 2011 PTFE reflectance measurements, modeling

More information

Toward Efficient Acquisition of BRDFs with Fewer Samples

Toward Efficient Acquisition of BRDFs with Fewer Samples Toward Efficient Acquisition of BRDFs with Fewer Samples Asad Ali 1, Imari Sato 2, Takahiro Okabe 1, Yoichi Sato 1 1 Institute of Industrial Science, The University of Tokyo, Japan 2 National Institute

More information

Reflectance Capture using Univariate Sampling of BRDFs

Reflectance Capture using Univariate Sampling of BRDFs Reflectance Capture using Univariate Sampling of BRDFs Zhuo Hui, Kalyan Sunkavalli, Joon-Young Lee, Sunil Hadap, Jian Wang, and Aswin C. Sankaranarayanan Carnegie Mellon University Adobe Research Abstract

More information

A Simple Layered RGB BRDF Model

A Simple Layered RGB BRDF Model A Simple Layered RGB BRDF Model Xavier Granier, Wolfgang Heidrich To cite this version: Xavier Granier, Wolfgang Heidrich. A Simple Layered RGB BRDF Model. 10th Pacific Conference on Computer Graphics

More information

Lighting and Reflectance COS 426

Lighting and Reflectance COS 426 ighting and Reflectance COS 426 Ray Casting R2mage *RayCast(R3Scene *scene, int width, int height) { R2mage *image = new R2mage(width, height); for (int i = 0; i < width; i++) { for (int j = 0; j < height;

More information

On Shape and Material Recovery from Motion

On Shape and Material Recovery from Motion On Shape and Material Recovery from Motion Manmohan Chandraker NEC Labs America Abstract. We present a framework for the joint recovery of the shape and reflectance of an object with dichromatic BRDF,

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Thomas Buchberger, Matthias Zwicker Universität Bern Herbst 2008 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation

More information

2 Relationship to Previous Work

2 Relationship to Previous Work Inverse Shade Trees for Non-Parametric Material Representation and Editing Jason Lawrence 1 Aner Ben-Artzi 2 Christopher DeCoro 1 Wojciech Matusik 3 Hanspeter Pfister 3 Ravi Ramamoorthi 2 Szymon Rusinkiewicz

More information

AWE Surface 1.0 Documentation

AWE Surface 1.0 Documentation AWE Surface 1.0 Documentation AWE Surface is a new, robust, highly optimized, physically plausible shader for DAZ Studio and 3Delight employing physically based rendering (PBR) metalness / roughness workflow.

More information

Simulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection

Simulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection Simulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection Norimichi Tsumura*, Kaori Baba*, and Shinichi Inoue** *Department of Information and Image Sciences, Chiba University,

More information

Evaluation Method of Surface Texture on Aluminum and Copper Alloys by Parameters for Roughness and Color

Evaluation Method of Surface Texture on Aluminum and Copper Alloys by Parameters for Roughness and Color Evaluation Method of Surface Texture on Aluminum and Copper Alloys by Parameters for Roughness and Color Makiko YONEHARA *, Tsutomu MATSUI **, Koichiro KIHARA, Akira KIJIMA and Toshio SUGIBAYASHI * Takushoku

More information

genbrdf: Synthesizing Novel Analytic BRDFs with Genetic Programming

genbrdf: Synthesizing Novel Analytic BRDFs with Genetic Programming genbrdf: Synthesizing Novel Analytic BRDFs with Genetic Programming Adam Brady Figure 1: Comparison of BRDFs modeling the tungsten carbide material from the MERL BRDF database. Each scene consists of a

More information

Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model

Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting

More information

AIR FORCE INSTITUTE OF TECHNOLOGY

AIR FORCE INSTITUTE OF TECHNOLOGY EXPERIMENTAL AND THEORETICAL BASIS FOR A CLOSED-FORM SPECTRAL BRDF MODEL DISSERTATION Samuel D. Butler, Major, USAF AFIT-ENP-DS-15-S-021 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF

More information

Specular reflection. Lighting II. Snell s Law. Refraction at boundary of media

Specular reflection. Lighting II. Snell s Law. Refraction at boundary of media Specular reflection Lighting II CS 465 Lecture 19 Smooth surfaces of pure materials have ideal specular reflection (said this before) Metals (conductors) and dielectrics (insulators) behave differently

More information

Light Reflection Models

Light Reflection Models Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 21, 2014 Lecture #15 Goal of Realistic Imaging From Strobel, Photographic Materials and Processes Focal Press, 186.

More information

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images Part I - Photorealism 1 Why? Achieve more photorealistic images All images are from MentalRay s website 2 Computer Science Dept. Technion Page 1 3 4 Computer Science Dept. Technion Page 2 5 From Alexander

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements Thursday in class: midterm #1 Closed book Material

More information