5.2 Blinn-Phong Reflection Model
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BRDF, Reflection Integral
CMSC740 Advanced Computer Graphics Spring 2020 Matthias Zwicker Today Simulating light transport • BRDF & reflection integral • BRDF examples 2 Surface appearance • How is light reflected by a – Mirror – White sheet of paper – Blue sheet of paper – Glossy metal 3 The BRDF (bidirectional reflectance distribution function) http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function • Describes quantitatively how light is reflected off a surface • “For every pair of light and viewing directions, BRDF gives fraction of transmitted light” • Captures appearance of surface Diffuse reflection Glossy reflection 4 The BRDF (bidirectional reflectance distribution function) http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function Relation of BRDF to physics • BRDF is not a model that explains light scattering on surfaces based on first principles • Instead, BRDF is just a quantitative description of overall result of light scattering for a given type of material 5 Types of reflection • Diffuse – Matte paint • Glossy – Plastic, high-gloss paint • Perfect specular – Mirror • Retro-reflective – Surface of the moon http://en.wikipedia.org/wiki/Retroreflector • Natural surfaces are often combinations 6 Mathematical formulation • Preliminaries: differential irradiance on surface due to incident radiance Li within a small cone of around direction ωi 7 Mathematical formulation • BRDF is fraction of reflected radiance in outgoing direction ωo over differential irradiance 8 Reflection equation • Outgoing radiance due to -
Computer Graphicsgraphics Shading
ComputerComputer GraphicsGraphics Shading The Physics Illumination Models & Shading 2 Local vs. Global Illumination Models Light Sources Point source (A): All light originates at a point Local model – direct Rays hit planar surface at different incidence angles and local interaction of Parallel source (B): All light rays are parallel each object with the Rays hit a planar surface at identical incidence angles light. May be modeled as point source at infinity Also called directional source Area source (C): Light originates at finite area in Global model : space. interactions and Inbetween the point and parallel sources exchange of light B C energy between Also called distributed source A different objects. 3 4 Diffuse Light Ambient Light Dull surfaces such as solid matte plastic reflects incoming light Assume non-directional light in the environment uniformly in all directions. Called diffuse or Lambertian reflection Object illuminated with same light everywhere Understand intensity as the number of photons per inch 2. If a flow Looks like silhouette of photos passing an inch 2 window is hitting a the red surface, how many photons hit an inch 2 of the surface ? The Illumination equation I = I k θ a a Let is the angle between the direction of incoming light and Ia - ambient light normal to surface, and let L, N be corresponding unit vectors. intensity x1 The length of the segment ka - fraction of 1 x θ ambient light reflected x is 1/cos . 1 2 from surface. L θ The amount of incident x3 Also defines object 1 N light per unit surface area (thus reflected light) is color proportional to cos θ =N•L 5 Copyright Gotsman, Elber, Barequet, Karni, Sheffer Page Computer Science, Technion ComputerComputer GraphicsGraphics Shading Diffused Ball Moon Paradox Diffuse Reflection Specular Reflection Illumination equation is now: Shiny objects (e.g. -
CSE 167: Introduction to Computer Graphics Lecture #6: Illumination Model
CSE 167: Introduction to Computer Graphics Lecture #6: Illumination Model Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015 Announcements Project 3 due this Friday at 1pm Grading starts at 12:15 in CSE labs 260+270 Next Thursday: Midterm Midterm discussion on Monday at 4pm 2 Lecture Overview Depth Testing Illumination Model 3 Visibility • At each pixel, we need to determine which triangle is visible 4 Painter’s Algorithm Paint from back to front Every new pixel always paints over previous pixel in frame buffer Need to sort geometry according to depth May need to split triangles if they intersect Outdated algorithm, created when memory was expensive 5 Z-Buffering Store z-value for each pixel Depth test During rasterization, compare stored value to new value Update pixel only if new value is smaller setpixel(int x, int y, color c, float z) if(z<zbuffer(x,y)) then zbuffer(x,y) = z color(x,y) = c z-buffer is dedicated memory reserved for GPU (graphics memory) Depth test is performed by GPU 6 Z-Buffering in OpenGL In your application: Ask for a depth buffer when you create your window. Place a call to glEnable (GL_DEPTH_TEST) in your program's initialization routine. Ensure that your zNear and zFar clipping planes are set correctly (in glOrtho, glFrustum or gluPerspective) and in a way that provides adequate depth buffer precision. Pass GL_DEPTH_BUFFER_BIT as a parameter to glClear. 7 Z-Buffering Problem: translucent geometry Storage of multiple depth and color values per pixel (not practical in real-time graphics) Or back to front rendering of translucent geometry, after rendering opaque geometry Does not always work correctly: programmer has to weight rendering correctness against computational effort 8 Lecture Overview Depth Testing Illumination Model 9 Shading Compute interaction of light with surfaces Requires simulation of physics “Global illumination” Multiple bounces of light Computationally expensive, minutes per image Used in movies, architectural design, etc. -
Flat Shading
Shading Reading: Angel Ch.6 What is “Shading”? So far we have built 3D models with polygons and rendered them so that each polygon has a uniform colour: - results in a ‘flat’ 2D appearance rather than 3D - implicitly assumed that the surface is lit such that to the viewer it appears uniform ‘Shading’ gives the surface its 3D appearance - under natural illumination surfaces give a variation in colour ‘shading’ across the surface - the amount of reflected light varies depends on: • the angle between the surface and the viewer • angle between the illumination source and surface • surface material properties (colour/roughness…) Shading is essential to generate realistic images of 3D scenes Realistic Shading The goal is to render scenes that appear as realistic as photographs of real scenes This requires simulation of the physical processes of image formation - accurate modeling of physics results in highly realistic images - accurate modeling is computationally expensive (not real-time) - to achieve a real-time graphics pipeline performance we must compromise between physical accuracy and computational cost To model shading requires: (1) Model of light source (2) Model of surface reflection Physically accurate modelling of shading requires a global analysis of the scene and illumination to account for surface reflection between surfaces/shadowing/ transparency etc. Fast shading calculation considers only local analysis based on: - material properties/surface geometry/light source position & properties Physics of Image Formation Consider the -
An Importance Sampling Method for Arbitrary Brdfs Used in Global Illumination Applications
UNIVERSITY OF GRANADA Postgraduate Programme in Software Systems Development Departament of Lenguajes y Sistemas Inform´aticos An Importance Sampling Method for arbitrary BRDFs used in Global Illumination Applications Ph.D. Thesis Dissertation (for european mention) presented by Rosana Montes Soldado Advisor Carlos Ure na˜ Almagro Granada. June, 2008 Editor: Editorial de la Universidad de Granada Autor: Rosana Montes Soldado Nº REGISTRO: 11/45216 ISBN: 978-84-694-3302-7 To my parents Antonio and Maria Abstract Nowadays there are many applications in the real world for Global Illumination algorithms. From modern movies’ special effects to the design of interior lighting, and even amazing video games. The scattering of light in an environment create an interesting effect on a surface: a distinctive quality of many materials. In this sense the BRDF function captures the behaviour of light when it arrives on a surface and reflects in several directions. Our main objective of this work involves obtaining visually realistic images from computers, that accomplish a simulation of the propagation of light with numerical calculations [Mil84, WRC88, GSCH93, GTGB84, CWH93] using programs. The use of these algorithms allow us to obtain images with a more natural aspect, similar to the photographs. It is possible to simulate these characteristics with a computer using Global Illumination algorithms [Whi80, CPC84, Kaj86, WH92], that are based on following a ray path applying Monte Carlo’s method. Often these calculations present high run times, therefor we tried to implement efficient techniques suitable for them. In addition, Monte Carlo’s algorithms carry an intrinsic error in the estimator, that it is corrected using many more random samples. -
Material Category Determined by Specular Reflection Structure Mediates the Processing of Image Features for Perceived Gloss
bioRxiv preprint doi: https://doi.org/10.1101/2019.12.31.892083; this version posted January 2, 2020. The copyright holder for this preprint (which was not certified by peer review) is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under aCC-BY-NC-ND 4.0 International license. Material category determined by specular reflection structure mediates the processing of image features for perceived gloss Authors: Alexandra C. Schmid1, Pascal Barla2, Katja Doerschner1,3 1Justus Liebig University Giessen, Germany 2INRIA, University of Bordeaux, France 3Bilkent University, Turkey Correspondence: [email protected] (A.C.S.); [email protected] (P.B.); [email protected] (K.D.) 31.12.2019 1 bioRxiv preprint doi: https://doi.org/10.1101/2019.12.31.892083; this version posted January 2, 2020. The copyright holder for this preprint (which was not certified by peer review) is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under aCC-BY-NC-ND 4.0 International license. ABSTRACT There is a growing body of work investigating the visual perception of material properties like gloss, yet practically nothing is known about how the brain recognises different material classes like plastic, pearl, satin, and steel, nor the precise relationship between material properties like gloss and perceived material class. We report a series of experiments that show that parametrically changing reflectance parameters leads to qualitative changes in material appearance beyond those expected by the reflectance function used. -
Lighting CS425: Computer Graphics I
Lighting CS425: Computer Graphics I Fabio Miranda https://fmiranda.me Fabio Miranda | CS425: Computer Graphics I Overview • Light and shading • Rendering equation • Light-material interaction • Reflection models: • Phong, • Blinn-Phong • Shading models: • Flat • Gouraud • Phong Fabio Miranda | CS425: Computer Graphics I 2 Lighting and shading • Light is emitted by a light source. • Light interacts with objects in the scene: • Part is absorbed, part is scattered in new directions. • Finally, light is absorbed by a sensor (e.g., human eye, film). Fabio Miranda | CS425: Computer Graphics I 3 Lighting and shading • Shading objects so their images appear three-dimensional. • How can we model light-material interactions? • We will see how to build a simple reflection model (Phong model) that can be used with real-time graphics hardware. Fabio Miranda | CS425: Computer Graphics I 4 Why we need shading? • Appearance of surfaces, taking into account: • Surface material • Lighting conditions MC Escher Fabio Miranda | CS425: Computer Graphics I 5 Why we need shading? Full Sun Morning Sun Setting Sun Grey Weather Rouen Cathedral (Monet series) Fabio Miranda | CS425: Computer Graphics I 6 Light and shading 1. Light source emits photons 3. Some are captured 2. Photons interact by eye / camera with the environment: absorption, reflection Fabio Miranda | CS425: Computer Graphics I 7 Lighting and shading • Light-material interactions cause each point to have a different color or shade. • We need to consider: • Light sources. • Material properties. • Location -
Computer Graphics Lecture 8: Lighting and Shading
CS130 : Computer Graphics Lecture 8: Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside Why we need shading •Suppose we build a model of a sphere using many polygons and color each the same color. We get something like •But we want 2 The more realistically lit sphere has gradations in its color that give us a sense of its three-dimensionality Shading •Why does the image of a real sphere look like •Light-material interactions cause each point to have a different color or shade •Need to consider Light sources Material properties Location of viewer Surface orientation (normal) 3 We are going to develop a local lighting model by which we can shade a point independently of the other surfaces in the scene our goal is to add this to a fast graphics pipeline architecture General rendering • The most general approach is based on physics - using principles such as Shreiner] [Angel and conservation of energy • a surface either emits light (e.g., light bulb) or reflects light for other illumination sources, or both • light interaction with materials is recursive • the rendering equation is an integral equation describing the limit of this recursive process http://en.wikipedia.org/wiki/Rendering_equation Fast local shading models • the rendering equation can’t be solved analytically • numerical methods aren’t fast enough for real-time • for our fast graphics rendering pipeline, we’ll use a local model where shade at a point is independent of other surfaces • use Phong reflection model • shading based on local light-material -
Recovering Facial Reflectance and Geometry from Multi-View Images
Recovering Facial Reflectance and Geometry from Multi-view Images Guoxian Song∗ Jianmin Zheng Nanyang Technological University Nanyang Technological University [email protected] [email protected] Jianfei Cai Tat-Jen Cham Nanyang Technological University Nanyang Technological University [email protected] [email protected] ABSTRACT While the problem of estimating shapes and diffuse reflectances of human faces from images has been extensively studied, there is rela- tively less work done on recovering the specular albedo. This paper presents a lightweight solution for inferring photorealistic facial reflectance and geometry. Our system processes video streams from two views of a subject, and outputs two reflectance maps for diffuse and specular albedos, as well as a vector map of surface normals. A model-based optimization approach is used, consisting of the three stages of multi-view face model fitting, facial reflectance inference and facial geometry refinement. Our approach is based on a novel formulation built upon the 3D morphable model (3DMM) for rep- resenting 3D textured faces in conjunction with the Blinn-Phong reflection model. It has the advantage of requiring only a simple Figure 1: Given image streams from two views, our method setup with two video streams, and is able to exploit the interaction can infer the 3D geometry as well as the diffuse and specu- between the diffuse and specular reflections across multiple views lar albedos of faces, together with the environment lighting. as well as time frames. As a result, the method is able to reliably This allows rendering to new views with or without specular recover high-fidelity facial reflectance and geometry, which facili- reflections. -
Diploma Thesis Filtering Reflection Properties of Rough Surfaces
TECHNICAL UNIVERSITY DRESDEN FACULTY OF COMPUTER SCIENCE INSTITUTE OF SOFTWARE AND MULTIMEDIA TECHNOLOGY CHAIR OF COMPUTER GRAPHICS AND VISUALIZATION PROF.DR.STEFAN GUMHOLD Diploma thesis for the acquisition of the academic degree Diplom-Informatiker Filtering reflection properties of rough surfaces Andreas Ecke (Born 11. November 1987 in Ilmenau) Supervisor: Prof. Dr. rer. nat. Stefan Gumhold Dipl. Medien-Inf. Andreas Stahl Dresden, September 27, 2012 Task Filtering of color textures with mipmaps is important to reduce artifacts when rendering a surface at different resolutions. However, this approach does not work for rough surfaces with varying reflection properties. For filtering of reflection properties, solutions like BRDF hierarchies and BTF filters are available, but have several drawbacks. For geometry filtering commonly used techniques include geometry hierarchies and the rendering of displacement maps by ray-casting. The objective of this work is to design a filtering approach for the reflection properties of rough surfaces that can be used to realistically render a surface at different resolutions. This approach should combine BTFs with ray-casting based displacement mapping to allow the rendering of the surface in real-time. Subgoals: • Literature research on BTFs, filtering and displacement mapping • Procedure for synthesis of a BTF from a surface description • Design of a BTF filter with image correlation • Procedure for real-time rendering of a surface with displacement mapping • Investigation of properties of the implementation -
Illumination Introduction Llumination and Shading Introduction
Introduction Illumination and Shading A number of different types of light sources exist to provide customization for the shading of objects. Upon rendering a scene a number of different lighting techniques will be used to make the rendering look more realistic. Overview Model for calculating light intensity(color) at a single surface point as an illumination model or a lighting model ) Shading (how to color the whole surface)? LIGHT SOURCES Light can be emitted through either self-emission or reflection. Light sources are categorized by their light emitting direction and the energy emitted at each wavelength – determining the color of the light. LIGHT SOURCES Objects can absorb or reflect light emitted from a light source depending on the reflecting object’s material properties. Light will thus only be ‘visible’ when illuminated surfaces have the ability to reflect or absorb the said light. Material properties are user-defined parameters built around rules determining the amount of scattering or reflection of incident light. Point Lights A point light emits light uniformly in 360 degrees. Point lights have fixed color and position values and are omnidirectional in nature. Spotlights Spotlights are specified by a color, spatial position and some specific direction and range in which light is emitted. A spotlight is basically a point light with its emitting light constrained within an angle range. Spotlights Parallel Lights A parallel or directional light illuminates objects through a series of parallel light rays. These light sources can be considered as point lights located a significant distance from the surface of an object. Basic Illumination Model Simple 3 parameter model • Ambient : 'background' illumination • Specular : bright, shiny reflections • Diffuse : non-shiny illumination and shadows surface normal (specifies surface orientation) Light source 'Virtual' (here point light camera source) Object Ambient Lighting A surface that is not exposed directly to a light source still will be visible it nearby objects are illuminated. -
Estimating the Colour of the Illuminant Using Specular Reflection and Exemplar-Based Method
ESTIMATING THE COLOUR OF THE ILLUMINANT USING SPECULAR REFLECTION AND EXEMPLAR-BASED METHOD by Hamid Reza Vaezi Joze B.Sc., Sharif University of Technology, 2006 M.Sc., Sharif University of Technology, 2008 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Doctor of Philosophy in the School of Computing Science Faculty of Applied Sciences c Hamid Reza Vaezi Joze 2013 SIMON FRASER UNIVERSITY Spring 2013 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced without authorization under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. APPROVAL Name: Hamid Reza Vaezi Joze Degree: Doctor of Philosophy Title of Thesis: Estimating The Colour of The Illuminant Using Specular Reflection and Exemplar-Based Method Examining Committee: Dr. Greg Mori, Associate Professor Chair Dr. Mark S. Drew, Senior Supervisor, Professor Dr. Ze-Nian Li, Supervisor, Professor Dr. Graham Finlayson, Supervisor, Professor, Computing Science, The University of East Anglia, UK Adjunct Professor, Computing Science, SFU Dr. Tim Lee, SFU Examiner Adjunct Professor, Computing Science Dr. Maria Vanrell, External Examiner, Associate Professor, Computer Science Universitat Autonoma` de Barcelona, Spain Date Approved: March 11th, 2013 ii Partial Copyright Licence Abstract In this thesis, we propose methods for estimation of the colour of the illuminant. First, we investigate the effects of bright pixels on several current colour constancy algorithms. Then we use bright pixels to extend the seminal Gamut Mapping Colour Constancy algorithm.