5.1si31_2001
SI31Advanced Computer
GraphicsAGR
SI31Advanced Computer
GraphicsAGR
Lecture 5A Simple Reflection Model
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What is a Reflection Model?
What is a Reflection Model?
A reflection modelreflection model (also called lightinglighting or illuminationillumination model) describes the interaction between light and a surface, in terms of:– surface properties– nature of incident light
Computer graphics uses a simplification of accurate physical models– objective is to mimic reality to an
acceptable degree
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Phong Reflection ModelPhong Reflection Model
The most common reflection model in computer graphics is due to Bui-Tuong Phong - in 1975
Has proved an acceptable compromise between simplicity and accuracy
Largely empirical
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Diffuse Reflection and Specular Reflection -
Phong Approach
Diffuse Reflection and Specular Reflection -
Phong Approach
microscopic view
whitelight specular reflection (white)
diffuse reflection(yellow)
yellowpigment particles
Some light reflecteddirectly from surface.
Other light passes intomaterial. Particles ofpigment absorb certainwavelengths fromthe incident light, butalso scatter the lightthrough multiple reflections - somelight emerges backthrough surface as diffuse reflection.
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Ambient ReflectionAmbient Reflection
In addition to diffuse and specular reflection, a scene will also include ambientambient reflection
This is caused by light falling on an object after reflection off other surfaces– eg in a room with a light above a
table, the floor below the table will not be totally black, despite having no direct illumination - this is reflection of ambient light
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Reflection Model - Ambient Light
Reflection Model - Ambient Light
surface
I ( )= Ka ( )Ia()Ia = Intensity of ambient lightKa = Ambient-reflection coefficientI = Reflected intensity= wavelength of light
hemisphereof ambientlight
P
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Ambient LightingAmbient Lighting
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Reflection Model - Diffuse Reflection
Reflection Model - Diffuse Reflection
Light reflected equally in all directions - intensity dependent on angle between light source and surface normal
Lambert’s cosine law: I = I* cos where I* is intensity of light source
P
lightsource
P
lightsource
lightsourceN
L
surface
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Reflection Model - Diffuse Reflection
Reflection Model - Diffuse Reflection
I = Kd ( cos ) I*
I* = Intensity of light sourceN = Surface normalL = Direction of light sourceKd = Diffuse-reflection
coefficientI = Reflected intensity
lightsourceN
L
surface
Light reflected equallyin all directions, withintensity depending onangle between light andsurface normal:
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Reflection Model - Diffuse Reflection
Reflection Model - Diffuse Reflection
The angle between two vectors is given by their dot product: cos = L . N (assume L, N are unit length)
The coefficient Kd depends on the wavelength of the incoming light
lightsourceN
L
surface
I ( ) = Kd() ( L . N ) I*()
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Ambient and DiffuseAmbient and Diffuse
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Reflection Model - Specular ReflectionReflection Model -
Specular Reflection
In perfect specular reflection, light is onlyreflected along the unique direction symmetricto the incoming light
P
lightsource
N
R
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Reflection Model - Specular ReflectionReflection Model -
Specular Reflection
P
lightsource
N
R
In practice, light is reflected within a small angle ofthe perfect reflection direction - the intensity of thereflection tails off at the outside of the cone. Thisgives a narrow highlight for shiny surfaces, and abroad highlight for dull surfaces.
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Reflection Model - Specular ReflectionReflection Model -
Specular Reflection
Thus we want to model intensity, I, as a function of angle between viewer and R, say , like this:
I
with a sharper peak for shinier surfaces, and broader peakfor dull surfaces.
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Reflection Model - Specular ReflectionReflection Model -
Specular Reflection
Phong realised this effect can be modelled by:
(cos )n
with a sharper peak for larger n
I
n=1
n=10
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Reflection Model - Specular ReflectionReflection Model -
Specular Reflection
I = Ks( cos )n I*
I* = Intensity of light sourceV = View directionR = Direction of perfect
reflected lightKs = Specular-reflection
coefficientI = Reflected intensity
n varies with materiallarge n : shinysmall n : dull
Intensity depends onangle between eye andreflected light ray:
V
lightsourceN
LR
eye
surface
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Reflection Model - Specular ReflectionReflection Model -
Specular Reflection
V
lightsourceN
LR
eye
surface
Using cos = R . V (R, V unit vectors), we have:
I () = Ks ( R . V )n I()*
Note: Ks does not depend on the wavelength - hencecolour of highlight is same as source
Note: intensityforms ‘ellipse’ shape
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Ambient, Diffuse and Specular
Ambient, Diffuse and Specular
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Reflection Model -Ambient, Diffuse and
Specular
Reflection Model -Ambient, Diffuse and
Specular
lightsource
I() = Ka()Ia() + ( Kd()( L . N ) + Ks( R . V )n ) I*()
N
LR
Veye
surface
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Example - Ambient Reflection
Example - Ambient Reflection
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Example - Ambient and Diffuse
Example - Ambient and Diffuse
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Ambient, Diffuse and Specular
Ambient, Diffuse and Specular
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Reflection Model - Effect of Distance
Reflection Model - Effect of Distance
lightsource
surface
d
The intensity of light reaching a surface decreases with distance - so we use typically:
I*
K1 + K2*d + K3*d2K1, K2, K3 constant- often K2=1, K3=0
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Final Reflection ModelFinal Reflection Model
lightsourceN
LR
Veye
surfaced
I() = Ka()Ia() + ( Kd()( L . N ) + Ks( R . V )n ) I*()
K1 + K2*d + K3*d2
This needs to be applied for every light source in the scene
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Phong illumination model: Ks 0.0 to 1.0, Kd 0.0 to 1.0(Ka = 0.7, n = 10.0)
Ks
Kd
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Phong Illumination Model: Ks 0.0 to 1.0; n = 10.0 to 810.0(Ka = 0.7, Kd = 1.0)
n
Ks
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Phong Model in PracticePhong Model in Practice
In practice, some simplifications are made to the model for sake of efficiency
For example, ambient light is sometimes assumed to be a constant
Other simplifications are:– lights at infinity– simple colour model
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Practicalities - Effect of Distance
Practicalities - Effect of Distance
There are advantages in assuming light source and viewer are at infinity– L and V are then fixed for whole
scene and calculations become simpler
Lights at infinity are called directionaldirectional lights
Lights at a specified position are called positionalpositional, or point point, lights
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Practicalities - Calculating R
Practicalities - Calculating R
R + L = 2 ( N.L ) NhenceR = 2 ( N.L )N - L In practice,
implementations often compute H = ( L + V ) / 2
and replace (R.V) with (H.N) – these are not the same, but
compensation is made with choice of n (angle between N and H is half angle between R and V - if vectors coplanar)
N
LR
R
L
V
R
HN
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Practicalities - Calculating R
Practicalities - Calculating R
As noted, if viewer and light source both sufficiently far from surface, then V and L are constant over scene - and so H = (L+V)/2 just needs to be calculated once
H is often called the ‘halfway’ vector
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Practicalities - Effect of Colour
Practicalities - Effect of Colour
The Phong reflection model gives reflection for each wavelength in visible spectrum
In practice, we assume light to be composed as a mixture of RGB (red, green, blue) components - and reflection model is applied for each component
Coefficients of ambient-reflection (Ka) and diffuse-reflection (Kd) have separate components for RGB
Coefficient of specular-reflection (Ks) is independent of colour
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AcknowledgementsAcknowledgements
Thanks to Alan Watt for the images