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CSE 681 Reflection

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Assume this for now mathematics easy for this nice case ... Oh yeah, that pesky precision problem again! How shall we perturb the intersection point? ... – PowerPoint PPT presentation

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Title: CSE 681 Reflection


1
CSE 681Reflection
2
Mirror Reflection
  • Shiny Objects
  • Perfect mirror in the extreme case
  • Assume this for now mathematics easy for this
    nice case
  • Reflect the view vector about the normal and cast
    a reflection ray

3
Reflection Ray
  • Reflect the view vector about the normal, call it
    R
  • We already know how to solve this

4
Raytracing With Reflection
secondary ray
L1
N1
primary ray
5
Raytracing With Reflection
Keep track of the depth of the ray tree
  • Color shade( ray, recursionDepth )
  • c background color
  • intersectFlag FALSE
  • for each object
  • intersectFlag intersect ( ray, p )
  • if intersectFlag is TRUE
  • c ambient
  • for each light source
  • compute reflective ray R (or H)
  • c diffuse
  • c specular components
  • if ( recursionDepth lt MAXRECURSION)
  • if (object is shiny)
  • compute reflection of the ray, R1
  • c shininess shade( R1,
    recursionDepth 1 )
  • return c

First illuminate the point
Dont spawn reflection ray past the pre-chosen
tree depth
R1 reflects the view vector Add the returned
color with a shininess factor
6
Reflection Problem
  • Something should rub you the wrong way
  • Oh yeah, that pesky precision problem again!
  • How shall we perturb the intersection point?
  • In the direction of the reflection vector

No epsilon
With epsilon
7
Improved Reflection
  • Our shininess constant attenuates the returned
    color based on the objects shininess
  • Not a great approximation
  • Light is partially reflected and refracted
  • Refractive Index ? sin f / sin ?
  • Depends on the object material

8
Fresnel Equation
  • The reflectance F of a perfectly smooth surface
    in terms of refractive index ? of the material
    and the angle of incidence ?
  • F0 ( ? - 1 )2 / ( ? 1 )2, for ? 0
  • Depends on the material
  • For example, burnished copper has roughly
  • F0,blue 0.1, F0,green 0.2, F0,red 0.5
  • F? F0 ( 1 - cos ? )5 ( 1 - F0 ), for 0 lt ? lt
    90
  • As ? increases, F? increases
  • F90 1, the light is tangential to the surface

Also called Schlicks Approximation
9
Fresnel Equation
  • Dielectric clear material that refracts light

metal
glass (dielectric)
10
Fresnel Reflectance
  • Lafortune et al.
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