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Physically-based Illumination Models (2) CPSC 591/691.

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Presentation on theme: "Physically-based Illumination Models (2) CPSC 591/691."— Presentation transcript:

1 Physically-based Illumination Models (2) CPSC 591/691

2 Better (Realistic) Local Illumination Models Blinn-Torrance-Sparrow (1977) –isotropic reflectors with smooth microstructure Cook-Torrance (1982) –wavelength dependent Fresnel term Kajiya (1985) Cabral-Max-Springmeyer (1987) –Anisotropic surfaces Wolff (1990) –adds polarization He-Torrance-Sillion-Greenberg (1991) –adds polarization, statistical microstructure, self-reflectance

3 Phong Lighting Model

4 Cook-Torrance Lighting Model

5 Cook-Torrance Illumination Model (summary) A linear combination of a number of completely different models and approximations AMBIENT term  to approximate global illumination Lambertian DIFFUSE term  model color SPECULAR term: 1.Fresnel term  gives dependence of specular intensity and color on incidence angle 2.Microfacet model term  spreads the specular intensity, giving an “off-specular bump”

6 D  statistical distribution function of the microfacets slope G  geometric attenuation term, which deals with how the individual microfacets shadow and mask each other. F  Fresnel term deals with the amount of light that is reflected versus absorbed as the incident angle changes (an example of this is often seen when driving on a straight road, and the road appearing mirror-like when viewed from grazing angles).

7 Lambertian Lighting Model (diffuse)

8 Attenuation Term The fraction of light that reaches the surface as an effect of light attenuation. c1, c2, c3: The coefficients for constant, linear and quadratic attenuation of the light source, respectively. d: the distance to the light

9 Lambertian Lighting Model (diffuse)

10 Oren-Nayar Lighting Model

11 "Generalization of the Lambertian Model and Implications for Machine Vision," S. K. Nayar and M. Oren, International Journal of Computer Vision, Vol. 14, pp. 227-251, 1995. Oren-Nayar Lighting Model

12 BRDF to ‘generalize’ the Lambertian diffuse lighting model. This BRDF can reproduce several rough surfaces very well, including wall plaster, sand, sand paper, clay, and others. Very computationally expensive, and it requires the calculation of azimuth and zenith angles.

13 Minnaert Lighting Model

14 Minnaert added darkening limbs to the lighting equations to make the surface seem darker from certain viewing/lighting directions. This effect is seen in some types of clothing (such as velvet). Minnaert Lighting Model Lambertian lightingDarkening factor

15 Phong Lighting Model

16 Cook-Torrance Lighting Model

17 Blinn Lighting Model

18 BRDF to ‘generalize’ the Lambertian diffuse lighting model. This BRDF can reproduce several rough surfaces very well, including wall plaster, sand, sand paper, clay, and others. Very computationally expensive, and it requires the calculation of azimuth and zenith angles.

19 Remaining Hard Problems Reflective Diffraction Effects thin films feathers of a blue jay oil on water CDs Anisotropy brushed metals strands pulled materials Satin and velvet cloths

20 Cook-Torrance Illumination Model (summary) Microfacet model term  spreads the specular intensity, giving an “off-specular bump” NOT entirely satisfactory It is based on a one-dimensional “cross-sectional” model

21 Isotropic, Anisotropic Surfaces An isotropic surface has the property that for any given point on the surface, the light reflected does not change when the surface is rotated about the normal This is the case for many materials, but some materials such as brushed metal or hair this is not the case. The reason for these anisotropic surfaces is that the micro facets that make up the surface have a preferred direction in the form of parallel grooves or scratches

22 Tiny random bumps in the surface of the floor, bumps possibly so small that you may not notice the bumps, but you will notice their affect on the reflection. Isotropic Surfaces

23 So now, what happens if these tiny bumps are in a regular pattern? For example, brushed metals are metals that have small grooves that all head in the same direction. This causes reflections to blur in a specific direction. Anisotropic Surfaces

24 Real world brushed metal

25

26 Real world example of a Christmas ornament that's made up of fine synthetic hairs that all travel in one direction

27 Wards Anisotropic Lighting Model

28 The X and Y terms are two perpendicular tangent directions on the surface. They give represent the direction of the grooves in the surface. The  terms are the standard deviations of the slope in the X and Y direction (given by their respective subscripts).

29 Better (Realistic) Local Illumination Models Blinn-Torrance-Sparrow (1977) –isotropic reflectors with smooth microstructure Cook-Torrance (1982) –wavelength dependent Fresnel term Kajiya (1985) Cabral-Max-Springmeyer (1987) –Anisotropic surfaces Wolff (1990) –adds polarization He-Torrance-Sillion-Greenberg (1991) –adds polarization, statistical microstructure, self-reflectance

30 An Explicit Microfacet Model Cabral, B., Max, N., Springmeyer, R., Bidirectional Reflection Functions From Surface Bump Maps, SIGGRAPH `87, pp. 273-281 Construction of a surface of triangular microfacets Reflection model: –Pre-calculation (rather than simulation by a parametric distribution or function) –Table of reflectivities

31 Explicit Microfacet Model (Cabral et al 87) Any surface whose microstructure can be represented can be modeled Microstructure: isotropic or anisotropic Less restricted than using statistical distribution (Cook and Torrance)

32 Nature of the Microstructure Controlled by varying size and vertex perturbation of triangular microfacets Triangular microfaces construction: bump map or height field (2D array of vertex heights) Heights can be distributed in any desired way

33

34 Bump Mapping Map texture values to perturbations of surface normals

35 Bump Mapping Map texture values to perturbations of surface normals Straight Phong Shading  approximates smoothly curved surface Straight Phong Shading  approximates smoothly curved surface Phong with bump mapping approximates bumpy surface

36 Irradiated Surface Element Area Normal Mirror direction

37 Reflectivity Function Contribute a ‘delta function’  sum of delta functions

38 Reflectivity Function: How to Build the Information?

39 Max, N., "Horizon mapping: shadows for bump-mapped surfaces“ Visual Computer, 1988

40 Illuminating flux density Fresnel factor Energy incident on a microfacet Max, N., "Horizon mapping: shadows for bump-mapped surfaces“ Visual Computer, 1988

41 How About for ALL microfacets?

42 N = 24

43

44

45 Energy flowing through one cell

46 returns the index of the cell hit by a ray fired in direction R. Mirror direction Kronecker delta function

47

48

49 More than one microfacet is likely to contribute energy to cell k

50 Energy flowing through one cell Energy incident to a microfacet Solid angle of cell k

51 Finally…Table of Reflectivities

52 Reflectivity:

53 The fraction of incoming flux reflected by facet S i

54 G i  the fraction of incoming flux reflected by facet S i Energy incident on a microfacet

55 Energy flowing through one cell Energy incident to a microfacet Solid angle of cell k

56 Energy flowing through one cell Energy incident to a microfacet

57 Better (Realistic) Local Illumination Models Blinn-Torrance-Sparrow (1977) –isotropic reflectors with smooth microstructure Cook-Torrance (1982) –wavelength dependent Fresnel term Kajiya (1985) Cabral-Max-Springmeyer (1987) –Anisotropic surfaces Wolff (1990) –adds polarization He-Torrance-Sillion-Greenberg (1991) –adds polarization, statistical microstructure, self-reflectance


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