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CG 08v7a
CG 08v7a
Light reflection I
Computer Graphics Types of reflections
Dariusz Sawicki a) b) c) d) e)
What influence the interaction : - normal vector to the surface in reflection point,
- vectors to observer and source of light, respectively,
• (Physical) Material properties (metal or dielectric)
- perfect specular reflection vector,
• (Geometrical) Surface properties (processing, completing)
- vector that bisects the angle between and
CG Local illumination problem 3 CG Local illumination problem 6
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V - N cosθ V - N cosθ
- normal vector to the surface in reflection point,
V
N cosθ
L
V = L - 2Ncos α - vectors to observer and source of light, respectively,
θ θ - vector that bisects the angle between and
- surface orientation vector,
- unit projection of onto tangent plane in reflection point
CG Local illumination problem 7 CG Local illumination problem 10
n=2
n=20
n=500
- vector that bisects the angle between and Perfect reflection : n –> infinity
CG Local illumination problem 9 CG Local illumination problem 12
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dΦ
[cd ]
ks=0,75, kd=0,25
I=
dω
Spheres illuminated by point light source
• Radiant flux is the measure of the total power of • (Luminous) Radiant intensity I is the luminous
electromagnetic radiation (not only visible light !). It (radiant) flux Φ radiated from a point light source into
may be the total emitted from a source, or the total a unit solid angleω in a particular direction. And it is
received by surface. measured in watt per steradian [candela].
• Radiant flux is the measure of the total power of • Irradiance (illuminance) is the luminous flux per
electromagnetic radiation (not only visible light !). It unit area incident on a surface.
may be the total emitted from a source, or the total Irradiance is sometimes referred to as the radiant
received by surface. (luminous) incidence.
( Unit for description of illumination ! )
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• Irradiance (illuminance) is the luminous flux per • Radiance (luminance) L is the intensity I per unit
unit area incident on a surface.
area dS’ leaving a surface. Per unit area perpendicular
Irradiance is sometimes referred to as the radiant
to the radiation direction.
(luminous) incidence.
( Unit for description of illumination ! ) dI dI
L= =
ϕ
Φ dS' dS ⋅ cos( ϕ )
dΦ lm Projekted
E= lx = 2 area
dS m dS’=dScosϕ
d 2Φ cd
=
dS dS ⋅ dω ⋅ cos( ϕ ) m 2
Polish name: natężenie napromienienia
CG Local illumination problem 19 CG Local illumination problem 22
• Luminous (Radiant) exitance is the luminous flux • Radiance (luminance) L is the intensity I per unit
per unit area leaving a surface.
area dS’ leaving a surface. Per unit area perpendicular
( Unit for description of emission ! )
to the radiation direction.
In computer graphics, luminous/radiant exitance is often dI dI
referred to as the radiosity L= =
ϕ
Φ dS' dS ⋅ cos( ϕ )
dΦ lm Projekted
M= lx = 2 area
dS m dS’=dScosϕ
d 2Φ cd
=
dS dS ⋅ dω ⋅ cos( ϕ ) m 2
Polish name: luminancja świetlna
CG Local illumination problem 20 CG Local illumination problem 23
• Luminous (Radiant) exitance is the luminous flux • Radiance can be leaving, passing through, or arriving
per unit area leaving a surface. at a point on a surface.
( Unit for description of emission ! )
( Unit for description of emission and illumination ! )
In computer graphics, luminous/radiant exitance is often
referred to as the radiosity Φ Φ
dΦ lm ϕ ϕ
M= lx = 2
dS m
dS dS
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• Reflection:
– Ideally diffuse surfaces obey cosine law. Applied BRDF should fulfill the physical laws to describe
• Emission: the phenomena :
– Ideally emitted surface (black body) obey cosine law.
• The Helmholtz Reciprocity Rule : BRDF should be
symmetric ρ ρ ρ ρ
Practically Lambert’s Cosine Law is described as an f ( L ,V ) = f ( V , L )
equation of radiant intensity:
• The Energy Conservation Law : reflected energy
I = I MAX ⋅ cos( θ ) cannot exceed incoming energy
• Minnaert (1941)
• Phong (1975)
• Response of a photosensor (human eye or camera)
• Blinn/Phong (1977)
is proportional to the radiance • Cook-Torrance-Sparrow(1981)
• Kajiya (1985)
• Poulin-Fournier (1990)
• He-Torrance-Sillion-Greenberg(1991)
• Ward (1992)
• Lafortune (1994)
• Lewis/Phong (1994)
• Oren-Nayar (1994)
• We would like to analyze pixel values in the image
• Schlick (1994)
as proportional to radiance received from that
• Embrechts (1995)
direction. • Koenderink - van Doorn (1998)
• Neumann-Neumann-Szirmay-Kalos (1999)
• Ashikhmin-Shirley (2000)
CG Local illumination problem 27 CG Local illumination problem 30
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oriented in direction of H.
N
L
H
V mB(0, 1) is the parameter that characterizes the
smoothness of surface - the smaller value, the closer
l
reflection to the perfect directional one
m
l
This model was worked out on the basis of theoretical works Phong
of Torrance and Sparrow concerning the physical description Beckmann
of smoothness (roughness) of the surface as well as on the Trowbridge-Reitz
Blinn’s considerations. Specular reflection in this model is Gauss
described as Schlick
where
F (θH) — the Fresnel reflectivity factor (Fresnel function)
G — geometrical factor describes attenuation (shadowing
and masking) of the surface microelements
D — microfacet distribution function describes dependence
The Graphs of different distribution functions (normalized)
of light reflection on surface roughness
CG Local illumination problem 32 CG Local illumination problem 35
V
the reflection dependence
on an angle of incidence
and on a length of wave .
m
G = min1, 1 −
l
m
l
l
Schlick introduced very Fresnel reflectivity factor for
effective approximation selected materials
F (θ ) = F0 + (1 − F0 ) ⋅ (1 − cos(θ )) 5
CG Local illumination problem 33 CG Local illumination problem 36
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obserwator
observer obserwator
observer
where p = nu ⋅ cos 2 φ + nv ⋅ sin 2 φ , nu and nv coefficients
(Phong like) describes smoothness independently along
the suitable perpendicular directions on the surface. In polygonal data there exists smoothness need
— need of color interpolation.
CG Local illumination problem 37 CG Local illumination problem 40
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Highlights problem
a) b) c) d)
Smoothing / shading
– calculation problems
0 1
• Orientation influence
1 1
– Scanline interpolation
0 0
depends on position
(rotation) of the object 1 0
0 1
• Influence of the
norepresentative normal
vectors
– Position of the
neighboring face can
change color
Bibliography (additionally)