local reflection models

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Local Reflection Models

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Local vs. Global

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Page 1: Local Reflection Models

Local Reflection Models

Page 2: Local Reflection Models

Local vs. Global

Page 3: Local Reflection Models

Phong Reflection Model

• I = Ka*Ia + kd*Id + Ks*Is

• Not completely correct, but good enough.

ambient diffuse specular

Page 4: Local Reflection Models

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

Page 5: Local Reflection Models

Diffuse Component

• Id = Ii * N·L• Not affected by viewing direction.

– i.e., incoming light is reflectedto all directions.

N

L

Page 6: Local Reflection Models

Glossy (Specular) Component

(Phong Reflection Model)• To model imperfect reflection.• Is = Ii(N · H)n

N

L

V

H

Page 7: Local Reflection Models

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).

Page 8: Local Reflection Models

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

Page 9: Local Reflection Models

“But, they all look like plastic…”

Page 10: Local Reflection Models

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 termG: Geometry (shadowing and

masking) term F: Fresnel term

Page 11: Local Reflection Models

D Term (Cook & Torrance)• Modeling the distribution of micro-

geometry.• Gaussian distribution can be used:

D = k e-(/m)2

Page 12: Local Reflection Models

G Term (Cook & Torrance)

Page 13: Local Reflection Models

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

Page 14: Local Reflection Models

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

Page 15: Local Reflection Models

“Now, are all materials covered?”No!

Let’s try a sample-based method instead…

Page 16: Local Reflection Models

BRDF

• BRDF=f(in, in, ref, ref)=f(L,V)

Page 17: Local Reflection Models

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!

Page 18: Local Reflection Models

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.

Page 19: Local Reflection Models

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)

Page 20: Local Reflection Models

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.

Page 21: Local Reflection Models

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.