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© Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju
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© Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

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Page 1: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fundamentals of Rendering -

Reflectance Functionscis782

Advanced Computer GraphicsRaghu Machiraju

Page 2: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Reading

• Chapter 9 of “Physically Based Rendering” by Pharr&Humphreys

• Chapter 16 in Foley, van Dam et al.

• Chapter 15 in Glassner

Page 3: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Surface Reflectance

– Measured data• Gonioreflectometer (See the Cornell Lab)

– Phenomenological models• Intuitive parameters• Most of graphics

– Simulation• Know composition of some materials• simulate complicated reflection from simple basis

– Physical (wave) optics• Using Maxwell’s equations• Computationally expensive

– Geometric optics• Use of geometric surface properties

Page 4: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Gonioreflectometer

Page 5: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Surface Reflectance

• Diffuse– Scatter light equally in all directions– E.g. dull chalkboards, matte paint

• Glossy specular– Preferred set of direction around reflected direction– E.g. plastic, high-gloss paint

• Perfect specular– E.g. mirror, glass

• Retro-reflective– E.g. velvet or earth’s moon

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

Page 6: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Surface Reflectance

• Iso-tropic vs. anisotropic– If you turn an object around a point -> does the shading

change?

Page 7: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

Surface Reflectance

• Iso-tropic vs. anisotropic– If you turn an object around a point -> does the shading

change?

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

Phong (isotropic) Banks (anisotropic) Banks (anisotropic)

Page 8: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

dLo( p,o) dE( p, i)

Surface Properties

• Reflected radiance is proportional to incoming flux and to irradiance (incident power per unit area).

Page 9: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

fr p,o, i dLo( p,o)

dE( p, i)

dLo( p,o)

Li( p, i)cosid i

The BSDF

• Bidirectional Scattering Distribution Function:

• Measures portion of incident irradiance (Ei) that is reflected as radiance (Lo)

• Or the ratio between incident radiance (Li) and reflected radiance (Lo)

fr p,o, i

fr p,o, i dLo( p,o)

dE( p, i)

Page 10: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

The BRDF and the BTDF

• Bidirectional Reflectance Distribution Function (BRDF)– Describes distribution of reflected light

• Bidirectional Transmittance Distribution Function (BTDF)– Describes distribution of transmitted light

• BSDF = BRDF + BTDF

Page 11: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Illumination via the BxDF

• The Reflectance Equation

• The reflected radiance is– the sum of the incident radiance over the entire

(hemi)sphere– foreshortened– scaled by the BxDF

Lo( p,o) f r p,o, i S 2 Li( p, i)cosi d i

Page 12: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Parameterizations

• 6-D BRDF fr(p, o, i)

– Incident direction Li

– Reflected/Outgoing direction Lo

– Surface position p: textured BxDF

• 4-D BRDF fr(o, i)

– Homogeneous material– Anisotropic, depends on incoming azimuth– e.g. hair, brushed metal, ornaments

Page 13: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Parameterizations

• 3-D BRDF fr(o, i, o – i)

– Isotropic, independent of incoming azimuth– e.g. Phong highlight

• 1-D BRDF fr(i)

– Perfectly diffuse– e.g. Lambertian

Page 14: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BxDF Property 0

• Ranges from 0 to (strictly positive)

• Infinite when radiance distribution from single incident ray

fr p,o, i dLo( p,o)

dE( p, i)

dLo( p,o)

Li( p, i)cosid i

Page 15: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF Property 1

• Linearity of functions

Sillion, Arvo, Westin, Greenberg

Page 16: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

=

BRDF Property 2

Helmholtz Reciprocity

fr(o, i) = fr(i, o)

– Materials are not a one-way street– Incoming to outgoing pathway same as

outgoing to incoming pathway

Page 17: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• Isotropic vs. anisotropic

fr(i, i, o, o) = fr(o, i, o – i)

• Reciprocity and isotropy

fr(o, i, o – i) = fr(i, o, i – o) = fr(o, i, |o – i|)

BRDF Property 3

Page 18: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Surface

Incoming lightReflected light

BRDF Property 4

• Conservation of Energy– Materials must not add energy (except for

lights)– Materials must absorb some amount of energy– When integrated, must add to less than one

Page 19: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• Reflectance ratio of reflected to incident flux• Is between 0 and 1

• 3x3 set of possibilities for :

• If L is isotropic and uniform there is a clear relationship between and f.

(p)do(p)

di(p)

f(p,o, i)Li(p, i)dod i

Li(x,)d i

Reflectance

d i,i,H i do,o,Ho

Page 20: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

hd ( p,o)1

f r( p,o, i)cosi d iH 2 (n )

Reflectance

• Hemispherical-directional reflectance– Reflection in a given direction due to constant

illumination over a hemisphere– Total reflection over hemisphere due to light

from a given direction (reciprocity)– Also called albedo - incoming photon is

reflected with probability less than one

Page 21: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

hd ( p)1

fr (p,o, i)coso cosi dod iH 2 (n )

H 2 (n )

Reflectance

• Hemispherical-hemispherical reflectance– Constant spectral value that gives the fraction

of incident light reflected by a surface when the incident light is the same from all directions

Page 22: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Representations

• Tabulated BRDF’s– Require dense sampling and interpolation scheme

• Factorization– Into two 2D functions for data reduction (often after

reparameterization)

• Basis Functions (Spherical Harmonics)– Loss of quality for high frequencies

• Analytical Models– Rough approximation only– Very compact– Most often represented as parametric equation (Phong,

Cook-Torrance, etc.)

Page 23: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Law of Reflection

p

R I 2cosN 2 IN NRI 2 IN Nr R i,N

I R

N

r i

r

i

i

r

• Angle of reflectance = angle of incidence

r i mod2

Page 24: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Polished Metal

Page 25: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ideal Reflection (Mirror)

p

r

i

Lr r,r

Li i, i

Lr,m o,o f r,m (i, i,o,o)Li(i, i)cosidcosid i

cosi cosr

cosi

i r Li(i, i)cosidcosid i

Li r,r

fr,m i, i,o,o cosi cosr cosi

i r

Lr,m o,o Li r,r

• BRDF cast as a delta function

Page 26: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• i, t indices of refraction (ratio of speed of light in vacuum to the speed of light i the medium)

p

i sini t sint

iN I tN T

I

T

N

t

i

i

r

r i mod2

Snell’s Law

t T i,N

Page 27: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Law of Refraction

• Starting at Snell’s law:

• We conclude that• Assuming a normalized T:• Solving this quadratic equation:• Leads to the total

reflection condition:

i

t

N I N T

N T I 0

T 2 12 2 2 IN

T I N

IN 1 2 1 IN 2 cosi 1 2 sin2i

cosi cosi

1 2 1 IN 2 0

Page 28: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Optical Manhole

• Total Internal Reflection

• For water nw = 4/3

Livingston and Lynch

Page 29: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection

• At top layer interface– Some light is reflected,– Remainder is transmitted through

• Simple ray-tracers: just given as a constant• Physically based - depends on

– incident angle– Polarization of light– wavelength

• Solution of Maxwell’s equations to smooth surfaces• Dielectrics vs. conductors

Page 30: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection - Dielectrics

• Objects that don’t conduct electricity(e.g. glass)

• Fresnel term F for a dielectric is proportion of reflection (e.g. glass, plastic)– grazing angles: 100% reflected

(see the material well!)– normal angles: 5% reflected

(almost mirror-like)

Page 31: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• Polarized light:

• Where t is computed according to Snell’s law

• Unpolarized light:

r|| t cosi i cost

t cosi i cost

r i cosi t cost

i cosi t cost

Fr i 12

r||2 r

2 Ft i 1 Fr i

Fresnel Reflection - Dielectrics

Page 32: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection - Dielectrics

Page 33: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection - Conductor

• Typically metals

• No transmission

• Absorption coefficient k

Page 34: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

r||2

2 k 2 cos2i 2cosi 1

2 k 2 cos2i 2cosi 1

r2

2 k 2 2cosi cos2i

2 k 2 2cosi cos2i

Fr i 1

2r||

2 r2

Fresnel Reflection - Conductor

• Polarized light:

• Unpolarized light:

Page 35: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection - Conductor

• How to determine k or ?

• Measure Fr for i=0 (normal angle)

• 1. Assume k = 0

• 2. Assume = 1

r2 r||

2 1 2

1 2

r2 r||

2 k 2

k 2 4

1 Fr 0 1 Fr 0

k 2Fr 0

1 Fr 0

Page 36: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Normal (Dielectric)

MaterialMaterial

AirAir

10% reflected10% reflected

90% transmitted90% transmitted

Page 37: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Grazing (Dielectric)

MaterialMaterial

AirAir

90% reflected90% reflected

10% transmitted10% transmitted

Page 38: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Mid (Dielectric)

MaterialMaterial

AirAir

60% reflected60% reflected

40% transmitted40% transmitted

Page 39: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection

Conductor (Aluminum) Dielectric (N=1.5)

Schlick Approximation:

F F 0 1 F 0 1 cos 5

Page 40: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Fresnel Reflection

• Example - Copper

– color shift as goes from 0 to /2

– at grazing, specular highlight is color of light

/2

Measured Reflectance Approximated Reflectance

Page 41: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ideal Specular - Summary

• Reflection:

• Transmission:

fr p, i,o Fr i i R o,N

cosi

f t p, i,o o2

i2

1 Fr i o T i,N

cosi

Page 42: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

fr ( i,o) kd

Ideal Diffuse Reflection

• Uniform– Sends equal amounts of light in all directions– Amount depends on angle of incidence

• Perfect– all incoming light reflected– no absorption

Page 43: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Layered Surface

VarnishVarnish

Dye LayerDye Layer

Page 44: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Layered Surface Larger

VarnishVarnish

Dye Particles

Page 45: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Diffuse

• Helmholtz reciprocity?

• Energy preserving?

d 1

fr,d d

1

Page 46: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Reflectance Models

• Ideal– Diffuse– Specular

• Ad-hoc: Phong– Classical / Blinn– Modified– Ward– Lafortune

• Microfacets (Physically-based)– Torrance-Sparrow (Cook-Torrance)– Ashkhimin

Page 47: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Classical Phong Model

• Where 0<kd, ks<1 and e>0

• Cast as a BRDF:

• Not reciprocal• Not energy-preserving• Specifically, too reflective at glancing angles, but

not specular enough

• But cosine lobe itself symmetrical in i and o

Lo( p,o) kd N i kd R o,N i e Li( p, i)

fr (p, i,o)kd ks

R o,N i eN i

Page 48: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Blinn-Phong

• Like classical Phong, but based on half-way vector

• Implemented in OpenGL• Not reciprocal• Not energy-preserving• Specifically, too reflective at glancing angles, but

not specular enough• But cosine lobe itself symmetrical in i and o

fr (p, i,o)kd ks

H o, i N eN i

h H o, i norm o i

Page 49: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Modified Phong

• For energy conservation: kd + ks < 1 (sufficient, not necessary)

• Peak gets higher as it gets sharper, but same total reflectivity

fr (p, i,o)kd

ks e 2 2

R o,N i e

Page 50: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ward-Phong

• Based on Gaussians

: surface roughness, or blur in specular component.

fr (p, i,o)kd

ks

cosi coso

exp tan2h

2

4 2

Page 51: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Lafortune Model

• Phong cosine lobes symmetrical (reciprocal), easy to compute

• Add more lobes in order to match with measured BRDF

• How to generalize to anisotropic BRDFs?

• weight dot product:

fr (p, i,o)kd

oRi i ei

i1

nlobes

Page 52: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Glossy

Page 53: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Physically-based Models

• Some basic principles common to many models:– Fresnel effect– Surface self-shadowing– Microfacets

• To really model well how surfaces reflect light, need to eventually move beyond BRDF

• Different physical models required for different kinds of materials

• Some kinds of materials don’t have good models• Remember that BRDF makes approximation of

completely local surface reflectance!

Page 54: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• Based in part on the earlier Torrance-Sparrow model• Neglects multiple scattering

• D - Microfacet Distribution Function– how many “cracks” do we have that point in our

(viewing) direction?

• G - Geometrical Attenuation Factor– light gets obscured by other “bumps”

• F - Fresnel Term

fr (p, i,o)Fr h D h G o, i

4cosi coso

Cook-Torrance Model

Page 55: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Microfacet Models

• Microscopically rough surface

• Specular facets oriented randomly

• measure of scattering due to variation in angle of microfacets

• a statistic approximation, I.e. need a statistic distribution function

Page 56: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Rough Surface

Reduced Specular

Diffuse Scattering

Page 57: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• Blinn

• where m is the root mean square slope of the facets (as an angle)

• Blinn says c is a arbitrary constant

• Really should be chosen to normalize BRDF. . .

D h cehN

m

2

Microfacet Distribution Function D

Page 58: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• Beckmann (most effective)

• Represents a distribution of slopes

• But = tan for small

D h 1

m2 cos4e

tanm

2

Microfacet Distribution Function D

Page 59: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

• May want to model multiple scales of roughness:

• Bumps on bumps …

D h w jD j h j

w j

j

1

Multiscale Distribution Function

Page 60: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Gmin 1,2 N h N o

o h ,2 N h N i

o h

No interference shadowing masking

Self-Shadowing (V-Groove Model)

• Geometrical Attenuation Factor G– how much are the “cracks” obstructing

themselves?

Page 61: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Cook-Torrance - Summary

Page 62: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Cook-Torrance - Summary

Page 63: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ashkhimin Model

• Modern Phong

• Phenomological, but:– Physically plausible– Anisotropic

• Good for both Monte-Carlo and HW implementation

Page 64: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ashkhimin Model

• Weighted sum of diffuse and specular part:

• Dependence of diffuse weight on ks decreases diffuse reflectance when specular reflectance is large

• Specular part fs not an impulse, really just glossy

• Diffuse part fd not constant: energy specularly reflected cannot be diffusely reflected

• For metals, fd = 0

fr (p, i,o)kd 1 ks fd (p, i,o) ks f s(p, i,o)

Page 65: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ashkhimin Model

• ks: Spectrum or colour of specular reflectance at normal incidence.

• kd: Spectrum or colour of diffuse reflectance (away from the specular peak).

• qu, qv: Exponents to control shape of specular peak.– Similar effects to Blinn-Phong model– If an isotropic model is desired, use single value q– A larger value gives a sharper peak– Anisotropic model requires two tangent vectors u and v– The value qu controls sharpness in the direction of u– The value qv controls sharpness in the direction of v

Page 66: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

Ashkhimin Model

• is the angle between u and h

D h qu 1 qv 1 h N qu cos2 qv cos2

Page 67: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

fd (p, i,o)28

231 1 o N 5 1 1 i N 5

Ashkhimin Model

• Diffuse term given by:

• Leading constant chosen to ensure energy conservation

• Form comes from Schlick approximation to Fresnel factor

• Diffuse reflection due to subsurface scattering: once in, once out

Page 68: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

+ +

Complex BRDF

• Combination of the three.

Page 69: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF illustrations

Phong Illumination

Oren-Nayar

Page 70: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF illustrations

Hapke BRDF

Cook-Torrance-Sparrow BRDF

Page 71: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF illustrations

cementlumber

Page 72: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF illustrations

Surface microstructure

Page 73: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

bv = Brdf Viewer

Diffuse

Szymon RusinkiewiczPrinceton U.

Torrance-Sparrow

Anisotropic

Page 74: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF cannot

Spatial variation of reflectance

Page 75: © Machiraju/Möller Fundamentals of Rendering - Reflectance Functions cis782 Advanced Computer Graphics Raghu Machiraju.

© Machiraju/Möller

BRDF cannot

Transparency and Translucency (depth)

Glass: transparentWax: translucent

BTDF

Opaque milk(rendered)

Translucent milk(rendered)

BSSRDF