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Computer Graphics Shading Models

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CG I Shading Models. Recap: Fundamental Ray Tracing Steps. Primary ... Absorption in photosphere. Path length through photosphere. longer from the Sun's rim ... – PowerPoint PPT presentation

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Title: Computer Graphics Shading Models


1
Computer Graphics- Shading Models -
  • Marcus Magnor

2
Overview
  • So far
  • Ray tracing 101
  • Today
  • Recursive Ray Tracing
  • Physical Quantities in Rendering
  • Shading
  • Empirical BRDF models

3
Recap Fundamental Ray Tracing Steps
  • Primary ray generation
  • Rays from viewpoint along viewing directions into
    3D scene
  • (At least) one ray per picture element (pixel)
  • Ray tracing
  • Intersection of primary ray with scene geometry
  • Intersected object and intersection coordinates
    on object
  • Shading
  • From intersection, determine radiance along
    primary ray
  • Determines pixel color
  • Needed
  • Local material color and reflection properties
  • Object texture
  • Local illumination of intersection point
  • Can be impossible to determine correctly

4
Primary Ray Generation
  • Ray from viewpoint through pixel into scene
    pinhole camera model
  • Compute intersection of ray with scene geometry
  • Pixel color intersected object point color
    shading
  • Hidden surface detection consider only closest
    hit surface

5
Recursive Ray Tracing
  • Searching recursively for paths to light sources
  • Interaction of light material at intersection
    points
  • Recursively trace new rays in reflection,
    refraction and light direction

shadow rays
reflected ray
refracted ray
pixel
image plane
primary ray
viewpoint
6
Ray Tracing Algorithm
  • Trace(ray)
  • Search the next intersection point ? (hit,
    material)
  • Return Shade(ray, hit, material)
  • Shade(ray, hit, material)
  • For each light source
  • if ShadowTrace(ray to light source, distance)
  • Calculate reflected radiance (i.e. Phong)
  • Adding to the reflected radiance
  • If mirroring material
  • Calculate radiance in reflected direction
    Trace(R(ray, hit))
  • Adding mirroring part to the reflected radiance
  • Same for transmission
  • Return reflected radiance
  • ShadowTrace(ray, dist)
  • Return false, if intersection point with distance
    lt dist has been found

7
Recursive Ray Tracing
  • Pixel color depends on material property at
    ray-surface intersection point
  • Shading
  • Needs illumination at intersection point
  • of new rays depends on material properties
  • Mirror 1 ray
  • Semi-transparent 2 rays
  • Diffuse ??? Rays

8
Shading
  • Intersection point determines primary rays
    radiancegt determines pixel color
  • Diffuse object color at intersection point
  • No variation with viewing angle diffuse,
    Lambertian
  • Must still be illuminated
  • Scales linearly with received radiosity
  • No illumination in shadow black
  • Non-Lambertian Reflectance
  • Surface point appearance depends on illumination
    direction and viewing direction
  • Local Bi-directional Reflectance Distribution
    Function (BRDF)
  • Simple cases
  • Mirror, glass secondary rays
  • Point light source shadow ray
  • Extended light sources, indirect illumination
    arbitrarily difficult

9
Angle and Solid Angle
  • , the angle subtended by a curve in the plane, is
    the length of the corresponding arc on the unit
    circle.
  • , the solid angle subtended by an object, is the
    surface area of its projection onto the unit
    sphere,
  • Solid angle unit steradians sr

10
Solid Angle in Spherical Coordinates
Infinitesimally small solid angle
11
Solid Angle for a Small Area
  • The solid angle subtended by a small surface
    patch S with area ?A is obtained after dividing
    the area of its projection
  • by the square of the distance to the origin

12
Radiometry
  • Radiometry is the science of measuring radiant
    energy transfers. Radiometric quantities have
    physical meaning and can be directly measured
    using proper equipment such as spectral
    photometers.
  • Radiometric Quantities
  • energy watt second n h?
  • radiant power (total flux) watt ?
  • radiance watt/(m2 sr) L
  • irradiance watt/m2 E
  • radiosity watt/m2 B

13
Radiometric Quantities Radiance
  • Radiance is used to describe radiant energy
    transfer.
  • Radiance L is defined as the power (flux)
    traveling at some point x in a specified
    direction, per unit area perpendicular to the
    direction of travel, per unit solid angle.
  • Thus, the differential power d2F radiated through
    the differential solid angle d?, from the
    projected differential area dA cos? is

14
Spectral Properties
  • Since light is composed of electromagnetic waves
    of different frequencies and wavelengths, most of
    the energy transfer quantities are continuous
    functions of wavelength. Thus, total radiance is
    expressed as the integral of spectral radiance
    over the spectrum

15
Radiometric Quantities Irradiance
  • Irradiance E is the total power per unit area
    (flux density) incident onto a surface with a
    fixed orientation. To obtain the total flux
    incident to dA, the incoming radiance Li is
    integrated over the upper hemisphere O above the
    surface

16
Radiometric Quantities Radiosity
  • Radiosity B is defined as the total power per
    unit area (flux density) leaving a surface. To
    obtain the total flux radiated from dA, the
    outgoing radiance Lo is integrated over the upper
    hemisphere O above the surface.

17
Photometry
  • The human eye is sensitive to a limited range of
    radiation wavelengths (from 380nm to 770nm). The
    response of our visual system is not the same for
    all wavelengths, and can be characterized by the
    luminous efficiency function V( ) which
    represents the average human spectral response.
  • A set of photometric quantities can be derived
    from radiometric quantities by integrating them
    against the luminous efficiency function V( ).

18
Radiometry vs. Photometry
Physics-based quantities
Perception-based quantities
Weighted with luminous efficiency function
19
Surface Radiance
  • Visible surface radiance
  • Surface position
  • Outgoing direction
  • Incoming illumination direction
  • Self-emission
  • Reflected light
  • Incoming radiance from all directions
  • Direction-dependent reflectance

20
Reflection Equation - Reflectance
  • Reflection equation
  • Reflectance
  • Ratio of reflected to incident power (radiosity /
    irradiance)
  • Directional-hemispherical reflectance fraction
    of incident irradiance coming from a given
    direction reflected in all possible directions

21
Bidirectional Reflectance Distribution Function
  • BRDF describes surface reflection for light
    incident from direction (??,f?) observed from
    direction (?i,fi)
  • Bidirectional
  • depends on two directions (4-D function)
  • Distribution function
  • Unit 1/sr

22
BRDF Properties
  • Helmholtz reciprocity principle
  • BRDF remains unchanged if incident and reflected
    directions are interchanged
  • Smooth surface isotropic BRDF
  • reflectivity independent of rotation around
    surface normal
  • BRDF has only 3 instead of 4 degrees of freedom

23
BRDF Properties
  • Characteristics
  • BRDF units sr--1
  • not intuitive
  • Range of values
  • from 0 (absorption) to
  • ? (reflection, d -function)
  • Energy conservation law
  • No self-emission
  • Possible absorption
  • Reflection only at the point of entry (xi xo)
  • No subsurface scattering

24
Reflection Geometry
  • Direction vectors (normalize)
  • N surface normal
  • I vector to the light source
  • V viewpoint direction vector
  • R(I) reflection vector
  • R(I) I - 2(IN)N
  • Tangential surface local plane

Top view
R(V)
N
R(I)
N
R(I)
I
I
R(V)
V
V
25
Ideal Specular Reflection
  • Angle of reflectance equal to angle of incidence
  • Reflected vector in a plane with incident ray and
    surface normal vector

R(-I) 2 cos? N -2(I N) N R(I) I - 2(I N)
N
26
Mirror BRDF
  • Dirac function d(x)
  • d(x) zero everywhere except at x0
  • unit integral
  • Specular reflectance ?s
  • ratio of reflected radiance in reflection
    direction and incoming radiance
  • dimensionless quantity between 0 and 1

27
Law of Refraction
  • Snells law
  • Faster
  • Total internal reflection
  • Reflectance/Transmittance
  • Incident-angle dependent Fresnel term

N x T ? N x I
n1
T ? I ? N
n2
? -? I N (1- ? 2(1-(I N ) 2 )) 1/2
1- ? 2(1-(I N ) 2 ) lt 0
28
Fresnel Equations
  • Light-matter interaction at dielectric surfaces
  • Reflection/transmission percentage
  • Electromagnetic wave theory
  • Maxwell equations, boundary conditions
  • Polarization-dependent
  • Dispersion
  • n wavelength-dependent

29
Metal Reflection
  • Complex index of refraction
  • Free electron gas
  • Transmission absorption above Langmuir
    frequency
  • Silver (UV)
  • Gold (violet)
  • Copper (blue)
  • Fresnel reflection term

30
Wavelength-dependent Reflectance
  • Grazing angle
  • Total reflection
  • Illumination color
  • Normal incidence
  • Highest absorption
  • Typical metal color
  • Reconstruct wavelength dependence of n

Copper reflectance
31
Diffuse Reflection
  • Light equally likely to be reflected in any
    output direction (independent of input direction)
  • Constant BRDF
  • kd diffuse coefficient, material property

32
Lambertian Diffuse Reflection
  • Radiosity
  • Diffuse Reflectance
  • Lamberts Cosine Law
  • For each light source
  • Lr,d kd Li cos?i kd Li (IN)

33
Lambertian Surfaces
Self-Luminous Lambertian Light Source
Illuminated Lambertian Reflector
34
Lambertian Objects
35
Lambertian Objects II
  • Absorption in photosphere
  • Path length through photosphere longer from
    the Suns rim
  • Surface covered with fine dust
  • Dust on TV visible best from slanted viewing
    angle

? Neither the Sun nor the Moon are Lambertian
36
Diffuse Reflection
  • Theoretical explanation
  • Multiple scattering
  • Experimental realization
  • Pressed magnesium oxide powder
  • Almost never valid at high angles of incidence
  • Paint manufacturers attempt to create ideal
    diffuse paints

37
Wrap-Up
  • Recursive Ray Tracing Algorithm
  • Primary, secondary, shadow rays
  • Shading
  • Physical Quantities in Rendering
  • Radiance
  • Radiosity
  • Irradiance
  • Special BRDFs
  • Mirror
  • Glass
  • Diffuse
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