computer graphics
play

Computer Graphics - BRDFs & Texturing - Hendrik Lensch - PowerPoint PPT Presentation

Computer Graphics - BRDFs & Texturing - Hendrik Lensch Computer Graphics WS07/08 BRDFs and Texturing Overview Last time Radiance Light sources Rendering Equation & Formal Solutions Today Bidirectional


  1. Computer Graphics - BRDFs & Texturing - Hendrik Lensch Computer Graphics WS07/08 – BRDFs and Texturing

  2. Overview • Last time – Radiance – Light sources – Rendering Equation & Formal Solutions • Today – Bidirectional Reflectance Distribution Function (BRDF) – Reflection models – Projection onto spherical basis functions – Shading • Next lecture – Varying (reflection) properties over object surface: texturing Computer Graphics WS07/08 – BRDFs and Texturing

  3. Reflection Equation - Reflectance • Reflection equation ∫ ω = ω ω ω L x f x L x θ d ω ( , ) ( , , ) ( , ) cos o o r i o i i i i Ω + • BRDF – Ratio of reflected radiance to incident irradiance ω dL x ( , ) ω ω = f x o o ( , , ) r o i ω dE x ( , ) i i Computer Graphics WS07/08 – BRDFs and Texturing

  4. Bidirectional Reflectance Distribution Function • BRDF describes surface reflection for light incident from direction ( θ i , φ i ) observed from direction ( θ ο , φ ο ) • Bidirectional – Depends on two directions and position (6-D function) • Distribution function – Can be infinite • Unit [1/sr] ω dL x ( , ) ω ω = f x o o ( , , ) r o i ω dE x ( , ) i i ω dL x ( , ) = o o ω θ ω dL x d ( , ) cos i i i i Computer Graphics WS07/08 – BRDFs and Texturing

  5. BRDF Properties • Helmholtz reciprocity principle – BRDF remains unchanged if incident and reflected directions are interchanged ω ω = ω ω f f ( , ) ( , ) r o i r i o • Smooth surface: isotropic BRDF – reflectivity independent of rotation around surface normal – BRDF has only 3 instead of 4 directional degrees of freedom θ θ ϕ − ϕ f r x ( , , , ) i o o i Computer Graphics WS07/08 – BRDFs and Texturing

  6. BRDF Properties • Characteristics – BRDF units [sr --1 ] • Not intuitive – Range of values: • From 0 (absorption) to ∞ (reflection, δ -function) – Energy conservation law • No self-emission • Possible absorption ∫ ω ω θ ω ≤ ∀ θ ϕ f x d ( , , ) cos 1 , r o i o o Ω – Reflection only at the point of entry ( x i = x o ) • No subsurface scattering Computer Graphics WS07/08 – BRDFs and Texturing

  7. BRDF Measurement • Gonio-Reflectometer • BRDF measurement – point light source position ( θ , ϕ ) – light detector position ( θ o , ϕ o ) • 4 directional degrees of freedom • BRDF representation – m incident direction samples ( θ , ϕ ) – n outgoing direction samples ( θ o , ϕ o ) – m*n reflectance values (large!!!) Stanford light gantry Computer Graphics WS07/08 – BRDFs and Texturing

  8. Reflectance • Reflectance may vary with – Illumination angle – Viewing angle – Wavelength – (Polarization, ...) • Variations due to Aluminum; λ =2.0 μ m – Absorption – Surface micro-geometry – Index of refraction / dielectric constant – Scattering Aluminum; λ =0.5 μ m Magnesium; λ =0.5 μ m Computer Graphics WS07/08 – BRDFs and Texturing

  9. BRDF Modeling • Phenomenological approach – Description of visual surface appearance • Ideal specular reflection – Reflection law – Mirror Glossy reflection • – Directional diffuse – Shiny surfaces • Ideal diffuse reflection – Lambert’s law – Matte surfaces Computer Graphics WS07/08 – BRDFs and Texturing

  10. Reflection Geometry • Direction vectors (normalize): N – N: surface normal -( - (I I• •N N) )N N R(I) – I: vector to the light source – V: viewpoint direction vector I -( (I I• •N N) )N N - – H: halfway vector H= (I + V) / |I + V| – R(I): reflection vector I R(I)= I - 2(I•N)N – Tangential surface: local plane Top view R(V) H N R(I) N I R(I) I R(V) V V H Computer Graphics WS07/08 – BRDFs and Texturing

  11. Ideal Specular Reflection • Angle of reflectance equal to angle of incidence • Reflected vector in a plane with incident ray and surface normal vector R +(- I ) = 2 cos θ N = -2( I • N ) N R ( I ) = I - 2( I • N ) N I R N ϕ o I θ ϕ θ o θ = θ o ϕ = ϕ o + 180 ° Computer Graphics WS07/08 – BRDFs and Texturing

  12. Mirror BRDF • Dirac Delta function δ (x) – δ (x) : zero everywhere except at x=0 – Unit integral iff integration domain contains zero (zero otherwise) δ θ − θ (cos cos ) ω ω = ρ θ ⋅ ⋅ δ ϕ − ϕ ± π i o f x ( , , ) ( ) ( ) r m o i s i i o θ , cos i ∫ ω = ω ω θ ϕ θ ω = ρ θ θ ϕ ± π L x f x L d L ( , ) ( , , ) ( , ) cos ( ) ( , ) o o r m o i i i i i i s i i o o , Ω + • Specular reflectance ρ s – Ratio of reflected radiance in specular N direction and incoming radiance L R – Dimensionless quantity between 0 and 1 ( ) Φ θ ( ) θ i θ o ρ θ = o o ( ) s i Φ θ i i Computer Graphics WS07/08 – BRDFs and Texturing

  13. Diffuse Reflection • Light equally likely to be reflected in any output direction (independent of input direction) • Constant BRDF ω ω = = f x k ( , , ) const r d o i d , ∫ ∫ ω = ω θ ω = ω θ ω = L x k L x d k L x d k E ( , ) ( , ) cos ( , ) cos o o d i i i i d i i i i d Ω Ω – k d : diffuse coefficient, material property [1/sr] I L o = const N Computer Graphics WS07/08 – BRDFs and Texturing

  14. Lambertian Diffuse Reflection ∫ ∫ = ω θ ω = θ ω = π B L x d L d L • Radiosity ( , ) cos cos o o o o o o o o Ω Ω B ρ = = π k • Diffuse Reflectance d d E • Lambert’s Cosine Law = ρ = ρ θ B E E cos d d i i • For each light source I – L r,d = k d L i cos θ i = k d L i (I•N) N L r,d L r,d θ i Computer Graphics WS07/08 – BRDFs and Texturing

  15. Lambertian Objects Self-Luminous Eye-light illuminated spherical Lambertian Light Source Spherical Lambertian Reflector Φ ∝ ⋅ Ω Φ ∝ ⋅ ϕ ⋅ Ω L 0 d L d cos 0 1 0 ϕ d Ω d Ω Computer Graphics WS07/08 – BRDFs and Texturing

  16. Lambertian Objects II The Sun The Moon • Absorption in photosphere • Surface covered with fine dust • Path length through photosphere • Dust on TV visible best from longer from the Sun’s rim slanted viewing angle ⇒ Neither the Sun nor the Moon are Lambertian Computer Graphics WS07/08 – BRDFs and Texturing

  17. “Diffuse” Reflection • Theoretical explanation – Multiple scattering • Experimental realization – Pressed magnesium oxide powder – Almost never valid at high angles of incidence Paint manufacturers attempt to create ideal diffuse paints Computer Graphics WS07/08 – BRDFs and Texturing

  18. Glossy Reflection Computer Graphics WS07/08 – BRDFs and Texturing

  19. Glossy Reflection • Due to surface roughness • Empirical models – Phong – Blinn-Phong • Physical models – Blinn – Cook & Torrance Computer Graphics WS07/08 – BRDFs and Texturing

  20. Phong Reflection Model • Cosine power lobe ( ) k ω ω = ⋅ f x k R I V e ( , , ) ( ) r o i s – L r,s = L i k s cos ke θ RV • Dot product & power • Not energy conserving/reciprocal • Plastic-like appearance R(V) θ HN θ H HN R(I) N N I θ RV θ I R(I) RV V V H Computer Graphics WS07/08 – BRDFs and Texturing

  21. Phong Exponent k e ( ) k ω ω = ⋅ f x k R I V e ( , , ) ( ) r o i s • Determines size of highlight Computer Graphics WS07/08 – BRDFs and Texturing

  22. Blinn-Phong Reflection Model • Blinn-Phong reflection model ( ) k ω ω = ⋅ f x k H N e ( , , ) r o i s – L r,s = L i k s cos ke θ HN – θ RV ⇒ θ HN – Light source, viewer far away – I, R constant: H constant θ HN less expensive to compute R(V) θ HN θ H HN R(I) N N I θ RV θ I R(I) RV V V H Computer Graphics WS07/08 – BRDFs and Texturing

  23. Phong Illumination Model • Extended light sources: l point light sources ∑ ∑ = + ⋅ + ⋅ k k L k L I N k L R I V L ( ) ( ( ) ) e ( Phong) a i a d l l s l l r , l l ∑ ∑ = + ⋅ + ⋅ k k L k L I N k L H N L ( ) ( ) e (Blinn) a i a d l l s l l r , l l • Color of specular reflection equal to light source • Heuristic model – Contradicts physics – Purely local illumination • Only direct light from the light sources • No further reflection on other surfaces • Constant ambient term • Often: light sources & viewer assumed to be far away Computer Graphics WS07/08 – BRDFs and Texturing

  24. Microfacet Model • Isotropic microfacet collection • Microfacets assumed as perfectly smooth reflectors • BRDF – Distribution of microfacets • Often probabilistic distribution of orientation or V-groove assumption – Planar reflection properties – Self-masking, shadowing Computer Graphics WS07/08 – BRDFs and Texturing

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend