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Physically-Based Shading Computer Graphics Seminar MTAT.03.305 - PowerPoint PPT Presentation

Physically-Based Shading Computer Graphics Seminar MTAT.03.305 Raimond Tunnel Intro into: https://cglearn.eu/pub/advanced-computer-graphics/physically-based-shading Phongs Lighting Model Phongs Lighting Model Phongs Lighting Model


  1. Physically-Based Shading Computer Graphics Seminar MTAT.03.305 Raimond Tunnel Intro into: https://cglearn.eu/pub/advanced-computer-graphics/physically-based-shading

  2. Phong’s Lighting Model

  3. Phong’s Lighting Model

  4. Phong’s Lighting Model

  5. Phong’s Lighting Model

  6. Specular Not just a highlight vs

  7. Specular Not just a highlight vs

  8. Specular Not just a highlight vs

  9. Diffuse* Diffuse light should also use the environment. vs

  10. Dielectrics and Metals

  11. Dielectrics pixel

  12. Dielectrics Color comes Dielectrics also from the diffuse have specular!

  13. Metals electron gas pixel

  14. Metals Metals are specular only!

  15. Dielectrics and Metals electrons absorb the complementary wavelengths electron gas absorbs the complementary wavelengths dissipates the energy

  16. Dielectrics and Metals electrons absorb the complementary wavelengths absorbed by the electron gas

  17. Dielectrics and Metals Specify how much light is absorbed / reflected.

  18. Fresnel Amount of light reflected ( ) depends on: 1. Phase velocity of light in the material 2. Angle of incidence

  19. Fresnel 1. Phase velocity of light in the material https://en.wikipedia.org/wiki/File:Wave_group.gif

  20. Fresnel 1. Phase velocity of light in the material Speed of light in a vacuum Index of refraction Phase velocity of light in the material

  21. Fresnel 1. Phase velocity of light in the material ~n material Air 1.00 Water 1.33 Window glass 1.52 Sapphire 1.76 Diamond 2.42 https://en.wikipedia.org/wiki/List_of_refractive_indices

  22. Fresnel 2. Angle of incidence Grazing angle: Ricochets off Steep angle: Penetrates the material

  23. Fresnel Schlick’s approximation air material

  24. Fresnel Schlick’s approximation air This works well material only for dielectrics!

  25. Fresnel ~1.62 Polystyrene (common plastic) ~1.58 visible light https://refractiveindex.info/?shelf=3d&book=plastics&page=ps

  26. Fresnel ~8.46 Aluminium ~4.57 Complex IoR. Changes a lot. ~2.31 ~0.43 visible light https://refractiveindex.info/?shelf=3d&book=metals&page=aluminium

  27. Fresnel Brass ~4.42 Complex IoR. Changes a lot. ~1.82 ~0.46 ~1.50 visible light https://refractiveindex.info/?shelf=3d&book=metals&page=brass

  28. Fresnel The value is the reflected spectra at 0°. We can specify it ourselves instead of relying on the calculation with the index of refraction.

  29. Fresnel material dielectrics gold aluminium copper iron https://80.lv/articles/the-newbies-pbr-cheat-sheet/

  30. Fresnel Dielectrics Metals diffusely scattered back out absorbed by the electron gas in material color

  31. Fresnel Metals: in material color Dielectrics: uniform

  32. Fresnel All objects are more reflective at grazing angles. 20% 40% 60% 80%

  33. Fresnel

  34. Dielectrics and Metals color white scattered light source color color black tinted absorbed copper

  35. Dielectrics and Metals – is the material metal (1) or dielectric (0) – color for metals, ~0.03 for dielectrics

  36. Interesting Links https://psgraphics.blogspot.com/2020/03/fresnel-equations-schlick-approximation.ht ml - Peter Shirley, 13.03.2020 https://otik.zcu.cz/bitstream/11025/11214/1/Lazanyi.pdf - Lazanyi, 2005, a way to use Schlick with complex number IoR. https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/re flection-refraction-fresnel - Reflection, Refraction (Transmission) and Fresnel

  37. In Game Engines and Graphics Libraries What tools are these?

  38. Microfacets

  39. Microfacets Surfaces are not generally microscopically flat! pixel pixel

  40. Microfacets The microfacet function

  41. Microfacets The microfacet function We look at all the directions on a hemisphere for microfacet normals

  42. Microfacets The microfacet function Given one microsurface with normal , how much light it radiates The material (BRDF) of one microsurface.

  43. Microfacets The microfacet function The total area of the microsurfaces that are with the normal . The distribution term.

  44. V-cavities: Microfacets The microfacet function masking shadowing What percentage of the microsurfaces are illuminated? The geometry term.

  45. Microfacets The microfacet function Contribution into the viewer’s pixel. (projected area)

  46. Microfacets The microfacet function Contribution of the incoming light. (projected area)

  47. Microfacets Usually that integral is difficult to solve analytically! And you do not want to do some big sum in the fragment shader to approximate it…

  48. Oren-Nayar (1994) σ = 1.4

  49. Oren-Nayar (1994) A numerical approximation for: – ideal diffuse reflector – V-cavities – Gaussian: macrosurface normal, user parameter

  50. Oren-Nayar (1994) – the color

  51. Oren-Nayar (1994) Authors were inspired by previous research about shading the moon (eg by Ernst Öpik in 1924). http://kevin-george-2n3x.squarespace.com/blog/2014/5/25/shading-diffuse-models

  52. Cook-Torrance (1982) An analytical solution for: – ideal specular reflector – V-cavities – Beckmann: macrosurface normal, user parameter

  53. Cook-Torrance (1982) (Beckmann distribution) The integral was analytically converted to a finite equation!

  54. Cook-Torrance (1982) red plastic aluminium

  55. Metallic-Roughness Workflow

  56. Links, examples and further materials in: https://cglearn.eu/pub/advanced-computer-graphics/ physically-based-shading Thanks

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