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Logistics Checkpoint 1 all graded Material Properties Grades / - PDF document

Logistics Checkpoint 1 all graded Material Properties Grades / comments on mycourses Project Proposals all graded Comments in mycourses List of projects on course Web site Reminder Illumination Models / BRDFs Readings:


  1. Logistics  Checkpoint 1 all graded Material Properties  Grades / comments on mycourses  Project Proposals all graded  Comments in mycourses  List of projects on course Web site  Reminder Illumination Models / BRDFs  Readings: undergrad - 1 / week  Grads: - 1/ class  Checkpoint 2  Due Monday  Questions? Plan for today Computer Graphics as Virtual Photography  BRDFs -- Reflectivity real camera photo Photographic Photography: scene (captures processing print light) processing camera Computer 3D synthetic tone model Graphics: models image reproduction (focuses simulated lighting) Shading Lighting vs. Shading  Commonly misused terms.  Computing the light that leaves a point  What’s the difference?  Shading point - point under investigation  Lighting / Illumination designates the  Illumination model - function or algorithm interaction between materials and light used to describe the reflective characteristics of sources. a given surface.  Shading is the process of determining the  Shading model – algorithm for using an color of a pixel. illumination model to determine the color of a point on a surface.  Usually determined by lighting.  Could use other methods: random color, NPR, etc.  For efficiency’s sake, most illumination models are approximations. 1

  2. Bi-directional Reflectance Functions (BRDF) Reflections  Ambient – light uniformly incident from the environment  Diffuse – light scattered equally in all directions  Ambient and Diffuse – color of material plays a part  Specular – highlights connected with mirrorness  Specular – mostly color of light BRDF BRDF Geometry  Bi-directional Reflectance Function BRDF f ( , , , ) = � � � � r i i r r At a given point, gives relative reflected illumination in any direction with respect to incoming illumination coming from any direction; Note: The θ ’s are elevation, ϕ ’s are measured about the surface normal. The i ’s refer to the incident ray; the r ’s to the reflected ray. BRDF BRDF  Can return any positive value.  Simplifying Assumptions wrt the BRDF  Generally wavelength specific.  Light enters and leaves from the same point.  Not necessarily true  Subsurface scattering BRDF = f ( , , , , ) � � � � �  Skin, marble r i i r r  Light of a given wavelength will only reflect back light of that same wavelength  Not necessarily true  Light Interference  Oily patches, peacock feathers 2

  3. Illumination Models Illumination Modeling  Four approaches  Illumination model - function or  Simplistic algorithm used to describe the reflective  Based on physics, abiet with many assumptions characteristics of a given surface.  Heuristic  Revise to…  The kludge!  Usually simple, yet not physically based  function or algorithm used in  Simulation approximating the BRDF.  Employ physical model  More complex than heuristic, but more accurate  Empirical  Use measured samples Illumination Models Reflection and color  Illumination Models and Viewing  Color “response” is based on color that reaches the eye or sensor Direction  Generally, BRDFs are independent of  http://www.cs.brown.edu/exploratories/freeS viewing direction oftware/repository/edu/brown/cs/exploratorie  Most Illumination models take viewing s/applets/spectrum/reflection_guide.html direction into consideration  http://www.cs.brown.edu/exploratories/freeS oftware/repository/edu/brown/cs/exploratorie s/applets/spectrum/two_materials_java_brow ser.html Reflections Illumination Models  Ambient – light uniformly incident from the  Geometry environment N  Diffuse – light scattered equally in all directions V H  Ambient and Diffuse – color of material plays a part viewer normal Half-way  Specular – highlights connected with mirrorness R  Specular – mostly color of light S reflection source 3

  4. Illumination Models Illumination Models  Recall from Linear Algebra  Geometry  N - normal vector u  S - direction of incoming light θ  R - direction of perfect mirror reflection v  H - halfway between light direction and viewing direction. u v u v cos • = �  V - viewing direction. Just one reason to normalize! Illumination Modeling Illumination Models  Four approaches  BRDF Viewer  Simplistic  bv by Szymon Rusinkiewicz (Princeton)  Lamertian  http://graphics.stanford.edu/~smr/brdf/bv  Heuristic  SGI, Linux, and Java versions although not  Phong readily available for Java. I have it, if you  Simulation want it, and you’ll need to load Java3D as  Cook-Torrance well!  Empirical  Use measured samples Simplistic Lambert’s Cosine Law  Lambertian Model  The reflected luminous intensity in any direction from a perfectly  Perfectly diffuse surface diffusing surface varies as the  reflection is constant in all directions (k d ) cosine of the angle between the  Independent of viewer direction direction of incident light and the  Based on Lambert’s cos law. normal vector of the surface.  Sometimes mistakenly attributed to Gouraud.  Intuitively  Gouraud didn’t introduce a new lighting model, just a  cross-sectional area of shading method. the “beam” intersecting an element of surface area is smaller for greater angles with the normal. 4

  5. Lambertian Model Lambertian Model  Lambert Model  BRDF Viewer http://graphics.stanford.edu/~smr/brdf/ bv L ( V ) L S k cos = � L ( V ) L k ( N S ) = • d S d Those Were the Days Phong Model  (Or: how not to motivate a 21 st century  Phong Model computer graphics paper.)  introduces specular (mirror-like) reflections  “In trying to improve the quality of the  Viewer direction becomes more important synthetic images, we do not expect to be able  three components to display the object exactly as it would appear  ambient - background light (k a ) in reality, with texture, overcast shadows, etc. We hope only to display an image that  diffuse - Lambertian reflection (k d ) approximates the real object closely enough to  specular – mirror-like reflection(k s ) provide a certain degree of realism.” – Bui Tuong Phong, 1975 Phong Model Phong-Blinn Model  Uses halfway angle rather than reflected ∑ ∑ k L ( V ) = k L + k L ( S • N) + k L ( R • V) e a a d i i s i i i i ∑ ambient ∑ = + • + • k diffuse specular L ( V ) k L k L ( S N) k L ( H N) e a a d i i s i i i i ambient Note: L n are radiance terms, include both light and material info diffuse specular 5

  6. Phong-Blinn Model Physically based  BRDF Viewer  based on physics of a surface  Actually developed by Torrance & Sparrow, physicists.  Jim Blinn was the first to apply to CG http://graphics.stanford.edu/~smr/brdf/  Cook & Torrance’s was the first complete implementation bv  components  microfacet model - describes geometry of surface  And how much the microfacets shadow each other.  Fresnel term - describes reflectance  Roughness - describes microfacet distribution. Break? Cook-Torrance Model Cook-Torrance Model  Microfacets  Microfacets  surface is composed of V shaped grooves (microfacets)  Light interactions with microfacets  Reflect - causes specular reflections  Scatter - causes diffuse reflections Cook-Torrance Model Cook-Torrance Model  Microfacets – GeometryTerm  Fresnel Equation for polarized light  Some microfacets may shadow others  Describes reflectance as a function of:  Wavelength of incident light ( λ )  Index of refraction ( η ( λ ))  Extinction coefficient (ease at which wave can penetrate a surface) ( κ ( λ ))  Angle of incidence ( θ )  2 ( N • H)(N • V) 2 ( N • H)(N • S)  G = min 1 , ,   (V • H) (V • H)   Note: S from before is the L in these diagrams 6

  7. Cook-Torrance Model Cook-Torrance Model  Fresnel equations for polarized light  Fresnel 2 2 2 a + b − 2 a cos θ + cos θ Perpendicular component  If all quantities known, use Fresnel = Fs 2 + 2 + θ + 2 θ equations a b 2 a cos cos  If not, approximate using reflectance off 2 2 2 2 a b 2 a sin tan sin tan Parallel component + � � � + � � F F normal = p s 2 2 2 2 a b 2 a sin tan sin tan + + � � + � �  See [Glassner] or [Cook/Torrance81] for details a, b are functions 1 1 F F F of η , κ , and θ = + s p 2 2 η , κ are functions F is total reflectance of λ Cook-Torrance Model Cook-Torrance Model  Roughness  Roughness  Characterizes the distribution of the slopes of the microfacets  Roughness parameter, m  m between 0 -1  small m - smooth surface, specular reflectance 2 2 − ((tan α ) / m ) − ( α / m ) e D = ce  large m - rough surface, diffuse reflectance D = 2 4 m cos α  Statistical models Gaussian Model Beekman Model c is arbitrary constant Cook-Torrance Model Cook-Torrance Model  Roughness  Putting it all together f = sf + df r s d specular diffuse total reflectance 1 × × 1 F D G f = f s = d � π ( N • S)(N • V) Where D is the roughness function, F is the Fresnel function, and G is the geometrical attenuation factor from previous pages 7

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