Material representation, Reflectance, BRDFs Local illumination - - PowerPoint PPT Presentation

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Material representation, Reflectance, BRDFs Local illumination - - PowerPoint PPT Presentation

Material representation, Reflectance, BRDFs Local illumination models A single point light source Linear combination for several light sources I(a+b) = I(a)+I(b) I(s . a) = s . I(a) No interactions between objects No


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Material representation, Reflectance, BRDFs

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A single point light source Linear combination for several light sources

▪ I(a+b) = I(a)+I(b) ▪ I(s . a) = s . I(a)

No interactions between objects

▪ No shadows, no reflections

Computing color independently for each pixel

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Local illumination models

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4D Function: f(θ,φ,θ0, φ0), tells how the light is

reaching a point is reflected

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BRDF: Bi-directional Reflectance Distribution Function

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BRDF

  • Ratio between incoming light and outgoing light
  • Complete description of the behaviour of the material

at each point, for every incoming and outgoing direction

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Isotropic

▪ Rotationally invariant (3D) ▪ True for many materials ▪ One dimension less

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BRDF - Isotropic vs. anisotropic?

Anisotropic

▪ Depends on the angle

  • f rotation around the

surface normal

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Constraints:

▪ Storage space ▪ Accurate representation of the properties of a material ▪ Fast and easy sampling

2 solutions:

▪ Explicit storage of measured data ▪ Approximation through an analytical model

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BRDF – Representation

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Acquisition system: gonioreflectometer

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BRDF - Acquisition

http://www.graphics.cornell.edu/~westin/

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MERL dataset

▪ 100 measured
 materials


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BRDF – Database

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Empirical

▪ Lambert, Phong, Blinn, Ward, Lafortune ▪ Can be combined for increased realism ▪ Easy to use


Physically based models

▪ Torrance-Sparrow, Cook-Torrance, Kajiya… ▪ Need information on the material (roughness…)

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BRDF- Analytical models

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Diffuse reflexion

▪ Object reflecting light uniformly in all directions

Lambertian surfaces (mate: chalk, paper)

▪ Intensity at one point: only depends on the angle between incoming light and surface normal

Uniform BRDF

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Ideal diffuse reflection

surface

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Diffuse reflection

increasing ρd

I = ρd cosθ

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Ambiant light

Trick for better visual realism No relation with physical realism Light independent from position: Very simple model: no visible 3D effect useful to hide some defects

I = ρa Ia

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Ambiant light

increasing ρa

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Diffuse + ambiant

increasing ρd increasing ρa

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rough diffuse materials

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Oren–Nayar model [1993]

Photograph Diffuse model Oren-Nayar

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Specular reflection

▪ Smooth, shiny surfaces (mirrors, metals)

Snell / Descartes law

▪ Light reaching a point reflected in the direction having the same angle with the normal

BRDF: Dirac distribution

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Ideal specular reflection

surface NP θ θ L R

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Problem: ideal specular reflection limited

▪ Useful for indirect lighting ▪ Less so for direct lighting with point light sources ▪ Assumes perfectly smooth surfaces

Phong model Fresnel coefficients

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Non-ideal specular reflection

surface NP θ

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Intensity varying with angle α between viewing

direction V and reflected direction R 


(R symmetric of L w.r.t. the normal)

I(P) = ρs L coss α

▪ s = roughness: ∞ (1024) for a mirror, 2-3 for rough surface ▪ cos α = V . R ▪ R = 2(cosθ) N-L
 = 2(N . L) N-L

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Phong model [1975]

P NP θ θ L R V α

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Phong model

ρs

n

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Uses the half-vector:
 Reflected light is now:

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Blinn-Phong model [1977]

h = l + v l + v

I = ρs cosθ

( )

n = ρs h • n

( )

n

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Visually very similar

▪ assuming you use n = 4s ▪ slight differences for grazing directions ▪ symmetric lobes for Phong, asymmetric for Blinn

Blinn-Phong easier to code (?) (YMAMV)

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Blinn-Phong or Phong

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“Improved Phong” “Perturb” the reflected direction vector

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Lafortune Model

l = (lx,ly,lz) v = (vx,vy,vz)

K = ρs ·[Cxy(lxvx +lyvy)+Czlzvz]n ·

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Fresnel coefficients

Experiment by Lafortune, Foo, Torrance & Greenberg (Siggraph 1997)

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Reflection coefficients varying with viewing

angle

Interface between 2 materials, with different

index:

▪ complex (metals) ▪ real (transparent / dielectric)

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Fresnel Coefficients

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Depends on material index, polarization Complicated formula



 
 


Schlick Approximation:

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Fresnel Coefficients

F = F0 + (1− F0)(1− cosθ)5

cosθ = (v • h)

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Surface is made of micro-facets

▪ small specular mirrors

Light reaching a facet:

▪ Reflected, masked, shadowed ▪ Statystical analysis, depending on micro-facets

  • rientation probability distribution

▪ A bit more complex. Good approximation.

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Cook-Torrance-Sparrow model [1967]

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Product of 3 terms

▪ Fresnel coefficient (F) ▪ Distribution of facets orientation (D)

▪ Masking and shadowing (G)

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Cook-Torrance-Sparrow Model [1967]

where G = min{1, 2(N·H)(N·V)

(V·H)

, 2(N·H)(N·L)

(V·H)

} and D =

1 m2 cos4 δe−[(tanδ)/m]2

K = ρs π DG (N ·L)(N ·V)Fresnel(F0,V ·H)

A gaussian distribution!

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Cook-Torrance-Sparrow Model [1967]

Acquired data Phong model

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Cook-Torrance-Sparrow Model [1967]

Acquired data Cook-Torrance model

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Cook-Torrance-Sparrow Model [1967]

Acquired data Cook-Torrance model

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Cook-Torrance-Sparrow Model [1967]

Acquired data Cook-Torrance, 2 lobes

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Map an image on the object surface


= change BRDF parameters at every point

Texture mapping

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Spatially varying

BRDF only Textured

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BTF : Bidirectional Texture Function

▪ 6D : 2D in space + 4D for the BRDF ▪ Acquisition, compression and editing complex

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Spatially varying

Texture BTF Jan Kautz et al. 2007

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BSSRDF : Bidirectional surface scattering

reflectance distribution function

▪ 8D function ▪ Subsurface Scattering ▪ Coûteux à évaluer

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Volumetric variations

Ravi Ramamoorthi

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BSSRDF : Bidirectional surface scattering

reflectance distribution function

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Volumetric variations

BRDF BSSRDF Henrik Wann Jensen, 2001

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BSSRDF : Bidirectional surface scattering

reflectance distribution function

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Volumetric variations

BRDF BSSRDF Henrik Wann Jensen, 2001