Visual cues to 3D geometry. Light Reflection and Advanced Shading. Shading. Recognizing materials. size (perspective) occlusion shading

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Visual cues to 3D geometry Light Reflection and Advanced Shading size (perspective) occlusion shading CS 4620 Lecture 17 1 2 Shading Recognizing materials Variation in observed color across an object strongly affected by lighting present even for homogeneous material caused by how a material reflects light depends on geometry lighting material therefore gives cues to all 3 [Philip Greenspun] Human visual system is quite good at understanding shading [Dror, Adelson, & Willsky] 3 4

Shading for Computer Graphics Need to compute an image of particular geometry under particular illumination from a particular viewpoint Basic question: how much light reflects from an object toward the viewer? Simple materials metal dielectric 5 6 Adding microgeometry Classic reflection behavior ideal specular (Fresnel) rough specular Lambertian 7 8

Specular reflection Refraction at boundary of media Smooth surfaces of pure materials have ideal specular reflection (said this before) Metals (conductors) and dielectrics (insulators) behave differently Reflectance (fraction of light reflected) depends on angle metal dielectric 9 10 Snell s Law Tells us where the refracted ray goes Computation ratio of sines is ratio of in-plane components project to surface; scale by eta ratio; recompute normaldirection component total internal reflection Ray tracing dielectrics Like a simple mirror surface, use recursive ray tracing But we need two rays One reflects off the surface (same as mirror ray) The other crosses the surface (computed using Snell s law) Doesn t always exist (total internal reflection) Splitting into two rays, recursively, creates a ray tree Very many rays are traced per viewing ray Ways to prune the tree Limit on ray depth Limit on ray attenuation 11 12

Specular reflection from metal Specular reflection from glass/water Reflectance does depend on angle but not much safely ignored in basic rendering Aluminum Dependence on angle is dramatic! about 4% at normal incidence always 100% at grazing remaining light is transmitted This is important for proper appearance Glass 13 14 Fresnel reflection Black glazed sphere reflection from glass surface transmitted ray is discarded Fresnel s formulas They predict how much light reflects from a smooth interface between two materials usually one material is empty space constant reflectance Fresnel reflectance R is the fraction that is reflected (1 R) is the fraction that is transmitted 16

Schlick s approximation Fresnel reflection For graphics, a quick hack to get close with less computation: R 0 is easy to compute: 17 18 [Mike Hill & Gaain Kwan Stanford cs348 competition 2001] Hmm,... how do we render beer? 19

Beer's Law! Not just for beer... Light-carrying ray intensity I is attenuated with distance traveled x according to Therefore, the attenuated per-channel intensity is Evaluated on a per-channel basis, e.g., the color of white light after traveling unit distance is ) [Josh Wills 2003 UCSD Rendering Competition] Not just for beer... Computing the Transmission Vector, t Modo 202 render 24

Computing the Transmission Vector, t Shader for Transparent Objects (pp. 306-7) 25 26 Basic ray tracing Discontinuities in basic RT Many advanced methods build on the basic ray tracing paradigm Basic ray tracer: one sample for everything one ray per pixel one shadow ray for every point light one reflection ray, possibly one refraction ray, per intersection Perfectly sharp object silhouettes in image leads to aliasing problems (stair steps) Perfectly sharp shadow edges everything looks like it s in direct sun Perfectly clear mirror reflections reflective surfaces are all highly polished Perfect focus at all distances camera always has an infinitely tiny aperture Perfectly frozen instant in time (in animation) motion is frozen as if by strobe light 27 28

Basic ray traced image Soft shadows [Glassner 89] Cause of soft shadows Cause of soft shadows point lights cast hard shadows area lights cast soft shadows 31 32

Glossy reflection Cause of glossy reflection [Lafortune et al. 97] smooth surfaces produce sharp reflections 34 Cause of glossy reflection Depth of field rough surfaces produce soft (glossy) reflections 35

Cause of focusing effects Cause of focusing effects what lenses do (roughly) point aperture produces always-sharp focus 37 38 Cause of focusing effects Motion blur finite aperture produces limited depth of field [Cook, Porter, Carpenter 1984] 39

Cause of motion blur Creating soft shadows For area lights: use many shadow rays and each shadow ray gets a different point on the light Choosing samples general principle: start with uniform in square 41 42 Creating soft shadows Creating glossy reflections Jitter the reflected rays Not exactly in mirror direction; add a random offset Can work out math to match Phong exactly Can do this by jittering the normal if you want 43 44

Creating glossy reflections Depth of field Make eye rays start at random points on aperture always going toward a point on the focus plane 45 46 Depth of field Motion blur Make eye rays start at random points on aperture always going toward a point on the focus plane Caused by finite shutter times strobing without blur Introduce time as a variable throughout the system object are hit by rays according to their position at a given time Then generate rays with times distributed over shutter interval 47 48

Generating samples A complicated question in general Basic idea: start with random points in a square Monte Carlo methods see 600-level graphics courses 49