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CMPT461 Final Project: Diffraction Shader

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No Fresnel term or environment mapping ... Compute the anisotropy and diffracted ray light, as well as Fresnel factor. Anisotropy ... – PowerPoint PPT presentation

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Title: CMPT461 Final Project: Diffraction Shader


1
CMPT461 Final ProjectDiffraction Shader
  • By Erif Setiadi

2
Iridescence
  • An optical phenomenon characterized as the
    property of surfaces in which hue changes
    according to the angle from which surface is
    viewed Wikipedia, Iridescence
  • Dispersion
  • Diffraction
  • Interference

3
  • Diffraction
  • One of the Iridescence phenomena that can occurs
    due to light wave travels into an arperture
    smaller than wavelength.
  • Case of monochromatic lights -gt
  • Case of polychromatic lights -gt Iridescence
    effect in CD
  • Interference ! diffraction
  • Interference caused by light wave traversing
    thin media of different indices of refraction

4
  • Diffraction Shader
  • Taken mainly from Jos Stams paper Diffraction
    Shaders
  • (SIGGRAPH99)
  • BRDF for periodic like surface (CD)
  • Hard to be understood
  • Simplified model for HLSL
  • http//www.dgp.toronto.edu/stam/reality/Resear
    ch/Diffraction/vp.html
  • No Fresnel term or environment mapping

5
  • GLSL Implementation
  • Vertex Shader
  • Compute the anisotropy and diffracted ray light,
    as well as Fresnel factor
  • Anisotropy
  • Diffraction

6
  • GLSL Implementation
  • Vertex Shader
  • Fresnel
  • Conductor
  • Dielectric
  • Schlicks approximation

7
  • GLSL Implementation
  • Fragment Shader
  • Compute the Phong Shading / Environment Mapping
  • Phong Shading
  • Environment Mapping
  • Cube Mapping

8
  • GLSL Implementation
  • Fragment Shader
  • Final output
  • gl_FragColor vec4(color, 1.0) diffcolor

9
  • Problems Founded
  • CD Model
  • Wrong diffraction direction -gt Remodel the CD

10
  • Problems Founded
  • Fresnel
  • Fresnel term return a very high value at certain
    extreme angle
  • Base BRDF
  • Ward BRDF doesnt give high enough Illumination

11
  • GLSL Implementation
  • Pro
  • GLSL Implementation easily adjusted parameters
  • Environment map and Fresnel for realistic
    reflection
  • Cons
  • Limited temporary register.
  • Phong BRDF -gt doesnt preserve conservation of
    energy

12
  • DEMO

DEMO
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