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Light and Matter For Computer Graphics

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Diffuse reflection sends light in all directions with equal energy. ... Incident light reflected in different directions by different facets. ... – PowerPoint PPT presentation

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Title: Light and Matter For Computer Graphics


1
Light and MatterFor Computer Graphics
  • Comp 770 Lecture
  • Spring 2009

2
Overview
  • A very high-level introduction to some concepts
    and definitions underlying image synthesis.
  • Optics
  • Materials and Surfaces
  • Radiometry and Photometry
  • Color
  • Energy Transport

3
Optics
  • The study of light has 3 sub-fields.
  • Physical optics study of the wave nature of
    light.
  • Geometric optics study of the particle nature of
    light.
  • Quantum optics study of the dual wave-particle
    nature of light and attempt to construct unified
    theories to support duality. Wave packets
    called photons.
  • Computer graphics most concerned with geometric
    optics (but need some of the others, too).

4
Reflection and Transmission
  • Reflection process whereby light of a specific
    wavelength incident on a material is at least
    partly propagated outward by the material without
    change in wavelength.
  • Transmission (or refraction) process whereby
    light of a specific wavelength incident on the
    interface (boundary) between two materials passes
    (refracts) through the interface without change
    in wavelength.
  • (Definitions from Glassner1995).

5
Types of Reflection
  • Specular (a.k.a. mirror or regular) reflection
    causes light to propagate without scattering.
  • Diffuse reflection sends light in all directions
    with equal energy.
  • Mixed reflection is a weighted combination of
    specular and diffuse.

6
Types of Reflection
  • Retro-reflection occurs when incident energy
    reflects in directions close to the incident
    direction, for a wide range of incident
    directions.
  • Gloss is the property of a material surface that
    involves mixed reflection and is responsible for
    the mirror like appearance of rough surfaces.

7
Types of Gloss
  • Gloss factors measured by the ratio of energy (?)
    in the reflected and incident directions for
    certain standard angles (?i and ?r).
  • Specularity measures the brightness of a
    highlight ?r /?i (?i ?r 60).
  • Sheen measures the brightness of glancing
    highlights ?r /?i (?i ?r 85).

8
Types of Gloss
  • Contrast is the brightness of a glancing
    highlight relative to the brightness in the
    surface normal direction ?r /?n. (?i ?r
    85).
  • Distinctness of Image measures the clarity of the
    highlight or the sharpness of its borders d?r /
    d?r , or the rate of change of reflected energy
    with reflected direction.
  • Absence of Bloom measures the haziness around the
    highlight ?r2 /?r1, where ?r1 and ?r2 are only a
    few degrees different.

9
Computing The Specular Reflection Vector
N
I
R
Given I, N, R are coplanar. I?N R ?N N (I
?N)N From the parallelogram shown at right,
see R I 2N Or R 2N I 2(I ?N)N - I
?r
?i
10
Types of Transmission
  • Specular transmission causes light to propagate
    w/o scattering, as in clearglass.
  • Diffuse transmission sends light in all
    directions with equal energy, as infrosted
    glass.
  • Mixed transmission is a weighted combination of
    specular and diffuse transmission.

11
Index of Refraction
  • The speed of light is not the same in all media.
  • Reference medium is a perfect vacuum.
  • IOR ?i(?) c / v?. c speed of light in
    vacuum, v? is speed of light of wavelength ? in
    the medium.
  • Surface where two media touch called the
    interface.
  • Light appears to bend when passing through the
    interface, due to change in speed.
  • Amount of bending, or refraction, determined by
    the IOR of both materials.

12
Snells Law of Refraction
  • Governs the geometry of refraction.
  • ?i(?)sin?i ?t(?)sin?t
  • ?i IOR of incident medium
  • ?t IOR of medium into which the
    light is transmitted
  • If the light is transmitted intoa denser medium,
    it is refracted toward the normal of the
    interface.
  • If the light is transmitted into a rarer medium,
    it is refracted away from the normal of the
    interface.

sin?i
13
Total Internal Reflection
  • At some angle, called the critical angle, light
    is bent to lie exactly in the plane of the
    interface.
  • At all angles greater than this, the light is
    reflected back into the incident medium total
    internal reflection (TIR).
  • Snells law gives critical angle ?c
  • ?i(?)sin?c ?t(?)sin(? / 2)
  • sin?c ?t (?) / ?i(?)

14
Computing The Specular Transmission Vector
15
Surface Models
  • Perfect mirrors and reflections dont exist.
  • Perfect transmission requires a perfect vacuum.
  • Real surfaces have some degree of roughness.
  • Even most basic simulation must account for
    specular and diffuse reflection / transmission.
  • More realism requires accounting for more
    factors.
  • Wavelength dependence dispersion, diffraction,
    interference
  • Anisotropy angular-dependence of reflectance.
  • Scattering absorption and re-emission of
    photons.

16
Basic Surface Models
  • Non-physically based, as used in OpenGL.
  • Materials have ambient, diffuse, and specular
    colors.
  • Ambient is a very coarse approx. Of light
    reflected from other surfaces. (Global
    illumination).
  • Diffuse usually just the color of the surface.
  • Specular determines highlight color.

17
Basic Surface Models
18
Whats Missing?
  • What weve seen so far is just the basics of
    geometric optics.
  • Enough for classical ray tracing, Phong
    illumination model.
  • To get much better, we need more
  • Better modeling of surface properties.
  • Wavelength dependence.
  • Radiometry / Photometry.
  • Energy Transport.

19
Surface Roughness
  • At a microscopic scale, all real surfaces are
    rough
  • Cast shadows on themselves
  • Mask reflected light

20
Surface Roughness
  • Notice another effect of roughness
  • Each microfacet is treated as a perfect mirror.
  • Incident light reflected in different directions
    by different facets.
  • End result is mixed reflectance.
  • Smoother surfaces are more specular or glossy.
  • Random distribution of facet normals results in
    diffuse reflectance.

21
Reflectance Distribution Model
  • Most surfaces exhibit complex reflectances.
  • Vary with incident and reflected directions.
  • Model with combination

  • specular glossy diffuse reflectance
    distribution

22
Anisotropy
  • So far weve been considering isotropic
    materials.
  • Reflection and refraction invariant with respect
    to rotation of the surface about the surface
    normal vector.
  • For many materials, reflectance and transmission
    are dependent on this azimuth angle anisotropic
    reflectance/transmission.
  • Examples?

23
BRDF
  • Bidirectional Reflectance Distribution Function
  • ?(x, ?i, ?o)
  • x is the position.
  • ?i (?i, ?i) represents the incoming direction.
    (elevation, azimuth)
  • ?o (?o, ?o) represents the outgoing direction
    (elevation, azimuth)

24
Properties of the BRDF
  • Dependent on both incoming and outgoing
    directions bidirectional.
  • Always positive distribution function.
  • Invariant to exchange of incoming/outgoing
    directions reciprocity principal.
  • In general, BRDFs are anisotropic.

25
Dimensionality of BRDF
  • Function of position (3D), incoming, outgoing
    directions (4 angles), wavelength, and
    polarization.
  • Thus, a 9D function!
  • Usually simplify
  • Ignore polarization (geometric optics!).
  • Sometimes ignore wavelength.
  • Assume uniform material (ignore position).
  • Isotropic reflectance makes one angle go away.

26
Radiometry
  • Radiometry Science of measurement of light.
  • Measurements are purely physical.
  • Discusses quantities like radiance and
    irradiance, flux, and radiosity.
  • Need some radiometry to go into more detail about
    BRDF.
  • Combine with light transport theory and optics to
    derive radiosity computations.
  • More in later lectures and in COMP238.

27
Radiometry vs. Photometry
  • Photometry Science of human perception of light.
  • Perceptual analog of Radiometry.
  • All measurements relative to perception.
  • More in COMP238

28
Color
  • If we stopped here wed have grayscale images.
  • Color is determined by the wavelength of visible
    light.
  • Can still use geometric optics.
  • But need to account for wavelength in reflectance
    (BRDF) and index of refraction.
  • What natural phenomena can you think of that are
    wavelength dependent?

29
Sampling Wavelength
  • We could try to compute image for every possible
    wavelength and then combine.
  • Would take forever.
  • Sample a representative set of wavelengths.
  • How many samples?
  • Where?

30
Where to Sample?
  • Photometry tells us that some wavelengths are
    more important than others to human perception.
  • Human response curve looks something like this

31
Where to Sample?
  • So, pick a few samples wavelengths.
  • Compute an image for each.
  • Reconstruct with basis functions.
  • Weight of each sample determined by human
    response curve.
  • (Also need colorspace transformations).
  • More in COMP238.

32
Light Transport
  • To compute images, we need to simulate transport
    of light around a scene.
  • Transport theory.
  • Analysis techniques for flow of moving particles
    in 3D.
  • Largely developed for neutrons in atomic
    reactors.
  • Can be applied to traffic flow, gas dynamics.
  • Most importantly, can be applied to light.
  • Simulation techniques.
  • Ray tracing.
  • Radiosity.
  • Combinations and variations.

33
Local vs. Global Illumination
  • Radiosity and ray tracing simulate global
    illumination.
  • Account for light transport between objects.
  • Not just between light sources and objects local
    illumination.
  • Dont need global illumination to use the
    concepts of geometric optics, surface modeling,
    and BRDF.
  • Have been used to create diverse shading models.
  • Simplest and most common is Phong.
  • Next lecture shading models.

34
For Next Time
  • Read
  • Henri Gouraud, Continuous Shading of Curved
    Surfaces. IEEE Transactions on Computers June
    1971.
  • Bui Tuong Phong, Illumination for Computer
    Generated Pictures. Communications of the ACM
    June 1975.
  • James F. Blinn, Models of Light Reflection for
    Computer Synthesized Pictures. Computer
    Graphics (SIGGRAPH 1977).

35
References
  • Glassner, Principles of Digital Image Synthesis,
    Volume Two.
  • Highly detailed and low level.
  • Cohen and Wallace, Radiosity and Realistic Image
    Synthesis.
  • Bastos dissertation, ftp//ftp.cs.unc.edu/pub/publ
    ications/techreports/00-021.pdf

36
More Detail Scattering
  • When a photon hits an atom, one of two things
    happens
  • Absorption the photon (energy) is converted into
    another form of energy.
  • Scattering the photon is immediately re-emitted
    in a new direction.
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