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

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Transcription:

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 1970 s: Empirical models Phong s illumination model 1980s: Physically based models Microfacet models (e.g. Cook Torrance model) 1990 s Physically-based appearance models of specific effects (materials, weathering, dust, etc) Early 2000 s Measurement & acquisition of static materials/lights (wood, translucence, etc) Late 2000 s Measurement & acquisition of time-varying BRDFs (ripening, etc)

Physically-Based Lighting Models Phong model produces pretty pictures Cons: empirical (fudged?) (cos ), plastic look Shaders can implement better lighting/shading models Big trend towards Physically-based lighting models Physically-based? Based on physics of how light interacts with actual surface Apply Optics/Physics theories Classic: Cook-Torrance shading model (TOGS 1982)

Microgeometry Rougher surfaces bounce light all over the place Increasing roughness

Isotropic Vs Anisotropic Surfaces Isotropic: light bounced equally in all directions Anisotropic: Surface has grooves with directions. E.g. Brushed steel Light bounced differently along vs across the grain. Isotropic Anisotropic (brushed steel)

Cook-Torrance Shading Model Same ambient and diffuse terms as Phong Different, better specular component than (cos ), Where D - Distribution term G Geometric term F Fresnel term F, DG cos n v

Distribution Term, D Idea: surfaces consist of small V-shaped microfacets (grooves) Incident light δ Average normal n microfacets Many grooves at each surface point Only grooves facing a given direction contribute D( δ) term: what fraction of grooves facing each angle E.g. half of grooves at hit point face 30 degrees, etc δ

Cook-Torrance Shading Model Define angle as deviation of h from surface normal Only microfacets with pointing along halfway vector, h = s + v, contributes l n P h h v l n P h Can use old Phong cosine (cos n ), as D Use Beckmann distribution instead D 1 ( ) 2 4 4m cos ( ) e m expresses roughness of surface. How? tan 2 m

Cook-Torrance Shading Model m is Root-mean-square (RMS) of slope of V-groove m = 0.2 for nearly smooth m = 0.6 for very rough Very rough surface m is slope of groove Very smooth surface

Self-Shadowing (G Term) Some grooves on extremely rough surface may block other grooves

Geometric Term, G Surface may be so rough that interior of grooves is blocked from light by edges Self blocking known as shadowing or masking Geometric term G accounts for this Break G into 3 cases: G, case a: No self-shadowing (light in-out unobstructed) Mathematically, G = 1

Geometric Term, G G m, case b: No blocking on entry, blocking of exitting light (masking) Mathematically, G m 2( nh)( ns) hs

Geometric Term, G G s, case c: blocking of incident light, no blocking of exitting light (shadowing) Mathematically, G s 2( nh)( n v) hs G term is minimum of 3 cases, hence G 1, G, G m s

Fresnel Term, F So, again recall that specular term spec F Microfacets not perfect mirrors F term, F(,) gives fraction of incident light reflected, DG n v F 1 2 g ( g c c) 2 2 c( g 1 c( g c) 1 c) 1 2 F is function of material and incident angle where c = cos() = n.s and g 2 = 2 + c 2 + 1 is incident angle, is refractive index of material

Fresnel Reflectance Equation that determines what fraction of incident light is reflected (and what fraction is transmitted)

Fresnel Reflectance Depends on angle of incidence and material

Fresnel Reflectance Usually, physics table for each material s fresnal reflectance at zero degrees of incidence

Other Physically-Based BRDF Models Oren-Nayar Diffuse term changed not specular Aishikhminn-Shirley Grooves not v-shaped. Other Shapes Microfacet generator (Design your own microfacet)

BV BRDF Viewer BRDF viewer (View distribution of light bounce), gain intuition

Sub-Surface Scattering Crysis skin demo Marble Human Skin

BRDF Evolution BRDFs have evolved historically 1970 s: Empirical models Phong s illumination model 1980s: Physically based models Microfacet models (e.g. Cook Torrance model) 1990 s Physically-based appearance models of specific effects (materials, weathering, dust, etc) Early 2000 s Measurement & acquisition of static materials/lights (wood, translucence, etc) Late 2000 s Measurement & acquisition of time-varying BRDFs (ripening, etc)

Measuring BRDFs Murray-Coleman and Smith Gonioreflectometer. ( Copied and Modified from [Ward92] ).

Measured BRDF Samples Mitsubishi Electric Research Lab (MERL) http://www.merl.com/brdf/ Wojciech Matusik MIT PhD Thesis 100 BRDF Samples

BRDF Evolution BRDFs have evolved historically 1970 s: Empirical models Phong s illumination model 1980s: Physically based models Microfacet models (e.g. Cook Torrance model) 1990 s Physically-based appearance models of specific effects (materials, weathering, dust, etc) Early 2000 s Measurement & acquisition of static materials/lights (wood, translucence, etc) Late 2000 s Measurement & acquisition of time-varying BRDFs (ripening, etc)

Time-varying BRDF BRDF: How different materials reflect light Time varying?: how BRDF (reflectance) changes over time Examples: weathering, ripening fruits, rust, etc

References Interactive Computer Graphics (6 th edition), Angel and Shreiner Computer Graphics using OpenGL (3 rd edition), Hill and Kelley