Physically-Based Shading
Computer Graphics Seminar
MTAT.03.305
Raimond Tunnel
Intro into: https://cglearn.eu/pub/advanced-computer-graphics/physically-based-shading
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
MTAT.03.305
Raimond Tunnel
Intro into: https://cglearn.eu/pub/advanced-computer-graphics/physically-based-shading
vs
vs
vs
vs
pixel
Color comes from the diffuse Dielectrics also have specular!
pixel
electron gas
Metals are specular only!
electrons absorb the complementary wavelengths electron gas absorbs the complementary wavelengths dissipates the energy
electrons absorb the complementary wavelengths absorbed by the electron gas
https://en.wikipedia.org/wiki/File:Wave_group.gif
Index of refraction Speed of light in a vacuum Phase velocity of light in the material
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
Steep angle: Penetrates the material Grazing angle: Ricochets off
air material
air material
https://refractiveindex.info/?shelf=3d&book=plastics&page=ps
visible light ~1.62 ~1.58
https://refractiveindex.info/?shelf=3d&book=metals&page=aluminium
visible light ~4.57 ~0.43
~2.31 ~8.46
https://refractiveindex.info/?shelf=3d&book=metals&page=brass
visible light ~1.82 ~1.50
~0.46 ~4.42
material dielectrics gold aluminium copper iron
https://80.lv/articles/the-newbies-pbr-cheat-sheet/
absorbed by the electron gas
Metals Dielectrics
diffusely scattered back out in material color
Metals: in material color Dielectrics: uniform
20% 80% 40% 60%
color color black white
absorbed scattered
copper
light source color tinted
– color for metals, ~0.03 for dielectrics
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
pixel pixel
The material (BRDF) of one microsurface.
masking shadowing V-cavities:
(projected area)
(projected area)
user parameter
– the color
http://kevin-george-2n3x.squarespace.com/blog/2014/5/25/shading-diffuse-models
user parameter
(Beckmann distribution) The integral was analytically converted to a finite equation!
red plastic aluminium
https://cglearn.eu/pub/advanced-computer-graphics/ physically-based-shading