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Material representation, Reflectance, BRDFs Local illumination - PowerPoint PPT Presentation

Material representation, Reflectance, BRDFs Local illumination models A single point light source Linear combination for several light sources I(a+b) = I(a)+I(b) I(s . a) = s . I(a) No interactions between objects No


  1. Material representation, Reflectance, BRDFs

  2. Local illumination models � A single point light source � Linear combination for several light sources ▪ I(a+b) = I(a)+I(b) ▪ I(s . a) = s . I(a) � No interactions between objects ▪ No shadows, no reflections � Computing color independently for each pixel 2

  3. BRDF: Bi-directional Reflectance Distribution Function � 4D Function: f( θ , φ , θ 0 , φ 0 ), tells how the light is reaching a point is reflected 3

  4. BRDF • Ratio between incoming light and outgoing light • Complete description of the behaviour of the material at each point, for every incoming and outgoing direction 4

  5. BRDF - Isotropic vs. anisotropic? � Isotropic � Anisotropic ▪ Rotationally invariant (3D) ▪ Depends on the angle of rotation around the ▪ True for many materials surface normal ▪ One dimension less 5

  6. BRDF – Representation � Constraints: ▪ Storage space ▪ Accurate representation of the properties of a material ▪ Fast and easy sampling � 2 solutions: ▪ Explicit storage of measured data ▪ Approximation through an analytical model 6

  7. BRDF - Acquisition � Acquisition system: gonioreflectometer 7 http://www.graphics.cornell.edu/~westin/

  8. BRDF – Database � MERL dataset ▪ 100 measured 
 materials 
 8

  9. BRDF- Analytical models � Empirical ▪ Lambert, Phong, Blinn, Ward, Lafortune ▪ Can be combined for increased realism ▪ Easy to use 
 � Physically based models ▪ Torrance-Sparrow, Cook-Torrance, Kajiya… ▪ Need information on the material (roughness…) 9

  10. Ideal diffuse reflection � Diffuse reflexion ▪ Object reflecting light uniformly in all directions � Lambertian surfaces (mate: chalk, paper) ▪ Intensity at one point: only depends on the angle between incoming light and surface normal � Uniform BRDF 10 surface

  11. Diffuse reflection increasing ρ d I = ρ d cos θ 11

  12. Ambiant light � Trick for better visual realism � No relation with physical realism � Light independent from position: I = ρ a I a � Very simple model: � no visible 3D effect � useful to hide some defects 12

  13. Ambiant light increasing ρ a 13

  14. Diffuse + ambiant increasing ρ a 14 increasing ρ d

  15. Oren–Nayar model [1993] � rough diffuse materials Photograph Diffuse model Oren-Nayar 15

  16. Ideal specular reflection � Specular reflection ▪ Smooth, shiny surfaces (mirrors, metals) � Snell / Descartes law ▪ Light reaching a point reflected in the direction having the same angle with the normal � BRDF: Dirac distribution NP θ θ L R 16 surface

  17. Non-ideal specular reflection � Problem: ideal specular reflection limited ▪ Useful for indirect lighting ▪ Less so for direct lighting with point light sources ▪ Assumes perfectly smooth surfaces � Phong model NP � Fresnel coefficients θ 17 surface

  18. Phong model [1975] � Intensity varying with angle α between viewing direction V and reflected direction R 
 (R symmetric of L w.r.t. the normal) I(P) = ρ s L cos s α ▪ s = roughness: ∞ (1024) for a mirror, 2-3 for rough surface ▪ cos α = V . R NP ▪ R = 2(cos θ ) N-L 
 θ θ = 2(N . L) N-L R L α V P 18

  19. Phong model ρ s 19 n

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  23. Blinn-Phong model [1977] h = l + v � Uses the half-vector: 
 l + v n = ρ s h • n � Reflected light is now: n ( ) ( ) I = ρ s cos θ 23

  24. Blinn-Phong or Phong � Visually very similar ▪ assuming you use n = 4s ▪ slight differences for grazing directions ▪ symmetric lobes for Phong, asymmetric for Blinn � Blinn-Phong easier to code (?) (YMAMV) 24

  25. Lafortune Model � “Improved Phong” � “Perturb” the reflected direction vector K = ρ s · [ C xy ( l x v x + l y v y )+ C z l z v z ] n · l = ( l x , l y , l z ) v = ( v x , v y , v z ) 25

  26. Fresnel coefficients Experiment by Lafortune, Foo, Torrance & Greenberg (Siggraph 1997) 26

  27. Fresnel Coefficients � Reflection coefficients varying with viewing angle � Interface between 2 materials, with different index: ▪ complex (metals) ▪ real (transparent / dielectric) 27

  28. 
 
 
 Fresnel Coefficients � Depends on material index, polarization � Complicated formula 
 � Schlick Approximation: F = F 0 + (1 − F 0 )(1 − cos θ ) 5 cos θ = ( v • h ) 28

  29. Cook-Torrance-Sparrow model [1967] � Surface is made of micro-facets ▪ small specular mirrors � Light reaching a facet: ▪ Reflected, masked, shadowed ▪ Statystical analysis, depending on micro-facets orientation probability distribution ▪ A bit more complex. Good approximation. 29

  30. Cook-Torrance-Sparrow Model [1967] � Product of 3 terms ▪ Fresnel coefficient (F) ▪ Distribution of facets orientation (D) ▪ M asking and shadowing (G) K = ρ s DG ( N · L )( N · V ) Fresnel ( F 0 , V · H ) π A gaussian distribution! where G = min { 1 , 2 ( N · H )( N · V ) , 2 ( N · H )( N · L ) m 2 cos 4 δ e − [( tan δ ) / m ] 2 1 } and D = ( V · H ) ( V · H ) 30

  31. Cook-Torrance-Sparrow Model [1967] Acquired data Phong model 31

  32. Cook-Torrance-Sparrow Model [1967] Acquired data Cook-Torrance model 32

  33. Cook-Torrance-Sparrow Model [1967] Acquired data Cook-Torrance model 33

  34. Cook-Torrance-Sparrow Model [1967] Acquired data Cook-Torrance, 2 lobes 34

  35. Spatially varying � Map an image on the object surface 
 = change BRDF parameters at every point � Texture mapping 35 BRDF only Textured

  36. Spatially varying � BTF : Bidirectional Texture Function ▪ 6D : 2D in space + 4D for the BRDF ▪ Acquisition, compression and editing complex Jan Kautz et al. 2007 36 BTF Texture

  37. Volumetric variations � BSSRDF : Bidirectional surface scattering reflectance distribution function ▪ 8D function ▪ Subsurface Scattering ▪ Coûteux à évaluer 37 Ravi Ramamoorthi

  38. Volumetric variations � BSSRDF : Bidirectional surface scattering reflectance distribution function BRDF BSSRDF 38 Henrik Wann Jensen, 2001

  39. Volumetric variations � BSSRDF : Bidirectional surface scattering reflectance distribution function BRDF BSSRDF 39 Henrik Wann Jensen, 2001

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