Local Reflection Models

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Presentation transcript:

Local Reflection Models

Local vs. Global

Phong Reflection Model I = Ka*Ia + kd*Id + Ks*Is Not completely correct, but good enough. specular diffuse ambient

Ambient Component Accounting for light scatter around. Ia is constant.

Diffuse Component Id = Ii * N·L Not affected by viewing direction. i.e., incoming light is reflected to all directions. L N

Glossy (Specular) Component (Phong Reflection Model) To model imperfect reflection. Is = Ii(N · H)n L H N V

Summary of Phong Reflection Model I = Ka*Ia + kd*Id + Ks*Is = Ka*Ia + {Kd*(N · L)+ Ks* (N · H)n} * Ii Where is color? Set Ka and Kd for RGB. Ir = Ka_r*Ia + {Kd_r*(N · L)+ Ks_r* (N · H)n} * Ii Ig =Ka_g*Ia + {Kd_g*(N · L)+ Ks_g* (N · H)n} * Ii Ib =Ka_b*Ia + {Kd_b*(N · L)+ Ks_b* (N · H)n} * Ii Ka and Kd depend on material color, Ks depends on the light (which is white in the above case). From Watt’s pp.175-178

Phong Reflection Model (continued) We had: Ir = Kar*Ia + {Kdr*(N · L)+ Ksr* (N · H)n} * Ii Ig =Kag*Ia + {Kdg*(N · L)+ Ksg* (N · H)n} * Ii Ib =Kab*Ia + {Kdb*(N · L)+ Ksb* (N · H)n} * Ii Alternatively: I ={Ka*Ia + Kd*Ii*(N · L)} * object_color + Ks* Ii*(N · H)n * light_color

“But, they all look like plastic…”

Specular Component (Cook & Torrance Model) Consider specular reflection as perfect reflection of micro-facets. (See Watt’s Section 7.6) Specular=DGF/(N·V) D: Distribution term G: Geometry (shadowing and masking) term F: Fresnel term

D Term (Cook & Torrance) Modeling the distribution of micro-geometry. Gaussian distribution can be used: D = k e-(/m)2

G Term (Cook & Torrance)

The Fresnel Term Color and ratio of reflected/transmitted light vary with the incident and viewing angles. Detailed in Pharr’s 9.2.1 and Watt’s 7.6.4

From Watt’s color plate Figure 7. 8 From Watt’s color plate Figure 7.8. These would be difficult to obtain by fine-tuning the parameters in Phong model.

“Now, are all materials covered?” No! Let’s try a sample-based method instead…

BRDF BRDF=f(in, in, ref, ref)=f(L,V)

Watch Out for Subtly in BRDF! Ask yourself these questions: Why not just consider N · H as in the Phong’s glossy term? (Hint: Does incidence matter?) Does in really matter? Difference between isotropic and anisotropic reflection!

Why Not Always Using BRDF? Difficult to find a “closed form” representation of BRDF. The Phong model and Cook & Torrance model are approximation of BRDF. They are not 100% match of BRDF, but they are easy to compute.

Other Reflection Models Pharr’s 9.4: other microfacet models Oren-Nayar Torrance-Sparrow Blinn microfacet distribution Anisotropic microfacet model Pharr’s 9.5: Lafortune model Models for particular materials: e.g., for finished wood (in SIGGRAPH 2005)

Lafortune Model Phong model assumes the glossy reflection (lobe) appears in the direction opposite to the incident light. This assumption is relaxed in the Lafortune model. Multiple lobes can be used.

Gouraud Shading and Phong Shading Gouraud and Phong shadings are interpolative techniques for rasterization. Polygon vertices are shaded first. Vertex colors are then interpolated to the interior pixels.