CS 450: COMPUTER GRAPHICS TRANSPARENT SURFACES SPRING 2015 DR. MICHAEL J. REALE.
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Transcript of CS 450: COMPUTER GRAPHICS TRANSPARENT SURFACES SPRING 2015 DR. MICHAEL J. REALE.
![Page 1: CS 450: COMPUTER GRAPHICS TRANSPARENT SURFACES SPRING 2015 DR. MICHAEL J. REALE.](https://reader036.fdocuments.in/reader036/viewer/2022082422/5697bf731a28abf838c7ee07/html5/thumbnails/1.jpg)
CS 450: COMPUTER GRAPHICS
TRANSPARENT SURFACESSPRING 2015
DR. MICHAEL J. REALE
![Page 2: CS 450: COMPUTER GRAPHICS TRANSPARENT SURFACES SPRING 2015 DR. MICHAEL J. REALE.](https://reader036.fdocuments.in/reader036/viewer/2022082422/5697bf731a28abf838c7ee07/html5/thumbnails/2.jpg)
INTRODUCTION
• A couple of definitions to get us started:
• Opaque = cannot see through
• Transparent = can see through produces reflected and transmitted light
• Translucent = transparent, but transmitted light is diffused in all directions
• Example: frosted glass
• For transparent surfaces, we’ve just done alpha blending, but a true transparent surface is more complicated…
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LIGHT REFRACTION
• When light hits a transparent surface:
• Some light is reflected
• Some light is transmitted (i.e., goes through surface)
• Angle of incidence = angle from normal that light hits surface
• Angle between L and N θi
• Angle of refraction = angle from negative normal that light travels through surface
• Angle between T and –N θr
• HOWEVER, light travels at different speeds through different materials angle of incidence IS PROBABLY NOT THE SAME as the angle of refraction
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LIGHT REFRACTION: SNELL’S LAW
• The angle of refraction depends on:
• Angle of incidence (angle of incoming direction of light relative to the normal)
• Indices of refraction for the incident and refracting materials ηi and ηr , respectively
• Other factors (temperature of materials, wavelength of light, etc.)
• Index of refraction = (speed of light in vacuum) / (speed of light in material)
• The relationship between the indices of refractions and the angles of incidence and refraction is given by Snell’s Law:
iirr sinsin
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LIGHT REFRACTION: MORE COMPLEXITIES
• Refraction can depend on the wavelength of the light (so some frequencies may travel slower or faster, resulting in a different angle)
• Example: rainbow coming out of a prism!
• Refraction also may be different depending on the direction anisotropic materials (e.g., crystalline quartz, calcite) may have double refraction = two refracted light rays are generated
http://www.nmsea.org/Curriculum/4_6/Interaction/Interaction_light_matter.htm
http://www.lhup.edu/~dsimanek/14/stereo.htm
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INDICES OF REFRACTION
• Common indices of refraction:
• Vacuum = 1.0
• Air = about 1.0 (good enough)
• Heavy crown glass = 1.61
• Water = 1.33
• Ice = 1.31
![Page 7: CS 450: COMPUTER GRAPHICS TRANSPARENT SURFACES SPRING 2015 DR. MICHAEL J. REALE.](https://reader036.fdocuments.in/reader036/viewer/2022082422/5697bf731a28abf838c7ee07/html5/thumbnails/7.jpg)
LIGHT REFRACTION: BORDERS
• Refraction occurs at a transition from one material to another
• So, for, say, a pane of glass, the light ray will be refracted twice:
• Once entering the glass
• Once leaving the glass
• Turns out that the final outgoing light path is parallel to the original but shifted
• SO…can approximate by shifting light path instead of doing trigonometric functions
![Page 8: CS 450: COMPUTER GRAPHICS TRANSPARENT SURFACES SPRING 2015 DR. MICHAEL J. REALE.](https://reader036.fdocuments.in/reader036/viewer/2022082422/5697bf731a28abf838c7ee07/html5/thumbnails/8.jpg)
GETTING THE DIRECTION OF REFRACTION
• Using Snell’s law and the N and L vectors:
LNTr
iri
r
i
coscos
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TRANSPARENCY IN PRACTICE
• A lot of times refraction is ignored just use alpha blending
• Effectively assumes object is very thin no shift caused by refraction
• Raytracing can model refraction
• Shoot ray through material and change direction because of refraction
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TRANSLUCENT MATERIALS?
• Translucent materials a little more complicated, because the light is being scattered as it goes through the object
• Can be simulated by:
• Distribute all intensity contributions from background objects over finite area
• Raytracing
• Expensive to simulate
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