K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology

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Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology

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Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation. K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology. Interaction of Light with Surfaces. Materials interact with light in different ways. - PowerPoint PPT Presentation

Transcript of K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology

Page 1: K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology

Photo-realistic Rendering and Global Illumination in Computer Graphics

Spring 2012

Material Representation

K. H. Ko

School of MechatronicsGwangju Institute of Science and Technology

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Interaction of Light with Surfaces Materials interact with light in different

ways. The appearance of materials differs given the

same lighting conditions. The reflectance properties of a surface affect

the appearance of the object. The interaction of light with surfaces can be

represented as a function of diverse quantities such as the incident light, exitant light, surface conditions, etc.

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Illustration

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Generalization – 12D

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Generalization – 11D

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Generalization – 10D

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Generalization – 9D

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Generalization – 8D

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Generalization – 6D (Spatially Varying BRDF – 6D)

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

fr(x;(wiwo))

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Generalization – 6D (Homogeneous Material BSSRDF – 6D)

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

fr(Δx;(wiwo))

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Generalization – 4D (BRDF – 4D)

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Reflection of an Opaque Surface

Interaction of Light with Surfaces

Images obtained from SIGGRAPH 2005 Course Notes

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Materials interact with light in different ways. The appearance of materials differs given the

same lighting conditions. Some materials appear as mirrors. Others appear as diffuse surfaces.

The reflectance properties of a surface affect the appearance of the object.

BRDF Assume that light incident at a surface exits at

the same wavelength and same time. Ignore effects such as fluorescence and

phosphorescence.

BRDF

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In the most general case, light can enter some surface at a point p and incident direction Ψ and can leave the surface at some other point q and exitant direction Θ.The function defining this relation between

the incident and reflected radiance is called the bidirectional surface scattering reflectance distribution function.

BRDF

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Additional assumptionThe light incident at some point exits at

the same point. Do not discuss subsurface scattering. BRDF (bidirectional reflectance distribution

function)

BRDF

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BRDF

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The BRDF is defined over the entire sphere of directions (4π steradians) around a surface point.This is important for transparent

surfaces, since these surfaces can reflect light over the entire sphere.

BRDF

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Properties of BRDF Range: The BRDF can take any positive value

and can vary with wavelength. Dimension: The BRDF is a four-dimensional

function defined at each point on a surface. Two dimensions correspond to the incoming

direction, and two dimensions correspond to the outgoing directions.

Generally, the BRDF is anisotropic. If the surface is rotated about the surface normal, the

value of BRDF will change. But In general isotropic materials are considered.

BRDF

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BRDF Properties of BRDF

Helmholtz Reciprocity

Images obtained from SIGGRAPH 2005 Course Notes

)( oirf =

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Properties of BRDF Relation between incident and reflected radiance

The value of the BRDF for a specific incident direction is not dependent on the possible presence of irradiance along other incident angles.

The BRDF behaves as a linear function with respect to all incident directions.

BRDF

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BRDF Energy Conservation

The sum of energy reflected into all directions has to be smaller or equal than the incident energy.

Images obtained from SIGGRAPH 2005 Course Notes

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BRDF Global illumination algorithms often use

empirical models to characterize the BRDF. Great care must be taken to make certain that

these empirical models are a good and acceptable BRDF.

Energy conservation Helmholtz reciprocity: A particularly important

constraint for bidirectional global illumination algorithms.

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BRDF Diffuse Surfaces

Some materials reflect light uniformly over the entire reflecting hemisphere.

Given an irradiance distribution, the reflected radiance is independent of the exitant direction.

The value of the BRDF is constant for all values of Θ and Ψ.

To an observer, a diffuse surface point looks the same from all possible directions.

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BRDF Diffuse Surfaces

The reflectance ρd represents the fraction of incident energy that is reflected at a surface.

ρd varies from 0 to 1.

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BRDF Specular Surfaces

Perfect specular surfaces only reflect or refract light in one specific direction.

Specular Reflection The direction of reflection can be found using the law of

reflection. The incident and exitant light direction make equal angles

to the surface’s normal, and lie in the same plane as the normal.

Given that light is incident to the specular surface along direction vector Ψ, and the normal to the surface is N, the incident light is reflected along the direction R

R = 2(N ·Ψ)N – Ψ.

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BRDF Specular Reflection

A perfect specular reflector has only one exitant direction for which the BRDF is different from 0.

The value of the BRDF along that direction is infinite. It can be described with the proper use of delta functions.

There exists no ideal reflectors. Specular Refraction

The direction of specular refraction is computed using Snell’s law.

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BRDF Specular Refraction

Consider the direction T along which light that is incident from a medium with refractive index η1 to a medium with refractive index η2 is refracted.

Snell’s law specifies the invariant between the angle of incidence and refraction and the refractive indices of the media.

η1sinθ1 = η2sinθ2

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BRDF Specular Refraction

The transmitted ray T is given as

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BRDF Total Internal Reflection

When light travels from a dense medium to a rare medium, it could get refracted back into the dense medium.

The critical angle θc can be computed by Snell’s law:

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BRDF Reciprocity for Transparent Surfaces

One has to be careful when assuming properties about the transparent side of the BSDF.

Some characteristics such as reciprocity, may not be true with transparent surfaces.

When computing radiance in scenes with transparent surfaces, a weighting factor (η2/η1)2 should be considered.

When a pencil of light enters a dense medium from a less dense medium, it gets compressed. Therefore, the light energy per unit area perpendicular to the pencil direction becomes higher; i.e. the radiance is higher.

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BRDF Fresnel Equations

It specify the amount of light energy that is reflected and refracted from a perfectly smooth surface.

When light hits a perfectly smooth surface, the light energy that is reflected depends on the wavelength of light, the geometry at the surface, and the incident direction of the light.

Fresnel equations specify the fraction of light energy that is reflected.

These equations take the polarization of light into consideration.

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BRDF Fresnel Equations

Two components of the polarized light, rp and rs, referring to the parallel and perpendicular components are given as:

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BRDF Fresnel Equations

For unpolarized light,

The Fresnel equations assume that light is either reflected or refracted at a purely specular surface.

Since there is no absorption of light energy, the reflection and refraction coefficients sum to 1.

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BRDF Glossy Surfaces

Most surfaces are neither ideally diffuse nor ideally specular but exhibit a combination of both reflectance behaviors.

The BRDF is often difficult to model with analytical formulae.

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BRDF Shading Models

Real materials can have fairly complex BRDFs.

Various models have been suggested in computer graphics to capture the complexity of BRDFs.

Notations Ψ: the direction of the light (the

input direction) Θ: the direction of the viewer (the

outgoing direction)

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BRDF Lambert’s model

For idealized diffuse materials. The BRDF is a constant in all direction. ρd : diffuse reflectance

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BRDF Phong model

The most popular model. The BRDF for the Phong model is

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BRDF Blinn-Phong model

It uses the half-vector H.

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BRDF Modified Blinn-Phong model

The simplicity of the Phong model is appealing. But it has some serious limitations:

It is not energy conserving. It does not satisfy Helmholtz’s reciprocity. It does not capture the behavior of most real

materials. The modified Blinn-Phong model addresses

some of these problems.

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BRDF Cook-Torrance Model

One of the physically based shading models It includes a microfacet model that assumes that a

surface is made of a random collection of small smooth planar facets.

The assumption is that an incoming ray randomly hits one of these smooth facets.

Given a specification of the distribution of microfacets for a material, this model captures the shadowing effects of these microfacets.

It also includes the Fresnel reflection and refraction terms.

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BRDF Cook-Torrance Model

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BRDF Empirical Models

Ward model