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Transcription:

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.

Rendering Framework 17

7 6 6 7 3 3 3 14 1 1 1 7 7 7 7 5 5 7 5 5 5 7 5 5 5 7 6 6 7 7 6 6 7 3 3 3 14 1 1 1 7 7 7 7 5 5 7 5 5 5 7 5 5 5 7 6 6 7 Direct Lighting and Indirect Lighting Direct Indirect Direct

Direct Lighting and Indirect Lighting

Lighting Jeremy Birn, [digital] Lighting & Rendering, 2000 New Riders Publishers The three dimensional shape is only inferred with this lighting.

Lighting Jeremy Birn, [digital] Lighting & Rendering, 2000 New Riders Publishers The geometry is better understood with correct lighting and shading.

Assumptions In Direct Lighting Light travels directly from light source to all object surfaces (no occlusion) no shadows All light sources are point light sources (no geometric area) No interreflections from any surfaces Lights maybe directional, spot or omni lights

Diffuse Reflections Roy S. Berns. Billmeyer and Saltzman s Principles of Color Technology, 3 rd Ed. 2000, John Wiley & Sons, Inc. p. 12.

Specular Reflections Roy S. Berns. Billmeyer and Saltzman s Principles of Color Technology, 3 rd Ed. 2000, John Wiley & Sons, Inc. p. 12.

Glossy Reflections Roy S. Berns. Billmeyer and Saltzman s Principles of Color Technology, 3 rd Ed. 2000, John Wiley & Sons, Inc. p. 12.

Smooth Surface, Rough Surface, Combination Roy S. Berns. Billmeyer and Saltzman s Principles of Color Technology, 3 rd Ed. 2000, John Wiley & Sons, Inc. p. 12.

Reflectance - Three Forms Ideal diffuse (Lambertian) Ideal specular Directional diffuse

Diffuse Reflections Observer I N q Light Source L I = k d cosq

How do you find the angle β? If you know the surface definition (it s planar equation), you can find it s normal direction N. A unit normal in this direction is N N If you know the location of the light source L, you can find the illumination direction L. A unit normal in this direction is L L

Cosine Calculations Dot Product Definition N L N L cosq cosq N L N L N N L L Usually, the normal and light source vector directions are given as unit normals.

Gouraud Flat Polygon Shading Each polygon is shaded based on a single normal. Gouraud Thesis

Gouraud Smooth Shading Four polygons approximating a surface in the vicinity of point A. The shading at point R is computed as two types of successive linear interpolations: across polygon edges: P between A and B, Q between A and D; across the scan line: R between P and Q. B 2 A P R Q 1 C 3 D 4 scan line Gouraud Thesis

Gouraud Smooth Shading Each pixel is shaded by interpolating intensities computed at each of the polygon s vertices. Gouraud Thesis

Steps in Gouraud Shading For each polygon Compute vertex intensities (using any illumination model) Compute slopes in spatial (image) domain and intensity domain (linear interpolation) Increment by scan line For each scan line Compute slope in intensity domain Render each pixel Note the intensity computations are based on object space data, but all interpolation is done in image space.

Diffuse Shading Jeremy Birn. Digital Lighting & Rendering, p. 74.

Specular Shading Viennese Siler, Modern Design 1780-118) Teapot, Jakob Krautauer, Vienna 1802 Silver, fruitwood, H 14.8 cm/5. in.

Phong Model Assumptions The reflection function can be represented by three components: a constant ambient term, and diffuse and specular components Isotropic (rotationally symmetric) Point or parallel light source (one vector direction) Computationally simple

Phong Model Specular Reflection Observer V I R b q r N q i Light Source L I = k s cos n b

How do you find the angle β? If you know the illumination direction L, you can find the reflection direction R (angle of reflection = angle of incidence) If you know the location of the observer, you can find the view direction V The specular reflection component is a function of the angle β, the angle between the view direction and the reflection vector

Variation of cos n b

Phong Reflection Model I j Diffuse Specular Mirror Reflection Vector R V Diffuse = Specular = k d s ( N L) k ( R V ) n

Phong Goblet Bui Toung Phong Thesis

Phong Equation I = I a + I d + I s = [k a +k d (N L)](object color) + k s (R V) 2 (light color) Where k a = constant ambient term and k a +k d + k s = 1

Phong Model with Constant Ambient Term and Variations of Specular Exponent Roy Hall

Phong Model with Constant Specular Exponent and Variation of Ambient Term Roy Hall

Reflection Geometry (BRDF) dw i q i q r dw r j i j r Bidirectional Reflection Distribution Function

Light Measurement Laboratory

Gonioreflectometer Spectroradiometer Mirror Light Source Mirror Sample

Bidirectional Reflectometer

Reflection Processes First surface reflections Multiple surface reflections Subsurface reflections

Gaussian Distribution m = 0.2 m = 0.6 Where m=root mean square slope of the microfacets

Comparison of experiment and theory Aluminum s 0 = 0.28m, t =1.77m

Bidirectional Reflectance (BRDF) l directional diffuse specular q uniform diffuse t s

Retro-Reflection

Retroreflection

Retroreflection

Reflectance of Copper Mirror

Light Reflected from Copper

Cook s Fresnel Approximation

Cook s Copper Spheres

Cook-Torrance Renderings

Copper Vase Copper-colored plastic Copper

Reflection from Plastic Incident Light Specular Reflection (white) Diffuse Reflection (colored) Vinyl Substrate (white) Pigment Particles (colored)

The geometry of scattering from a layered surface ACM Computer Graphics, SIGGRAPH 13 p. 166

Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, Pat Hanrahan. A Practical Model for Subsurface Light Transport, ACM Siggraph 2001, August 2001, Los Angeles, CA, pp. 511-518.

Schematic model of the image process ACM Transactions on Graphics, SIGGRAPH 2003 p. 773

Schematic flow of the imaging process in proposed imagebased skin color and texture analysis/synthesis ACM Transactions on Graphics, SIGGRAPH 2003 p. 771

3D Studio Max: Material Editor

3D Studio Max: Material Editor

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