Physically Based Illumination Models

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Presentation transcript:

Physically Based Illumination Models BRDF Cook-Torrance Rendering Equation Lecture 16

Phong Illumination Model Problems with Empirical Models: What are ka, ks, kd and nshiny? Are they measurable quantities? What are the coefficients for copper? How does the incoming light at a point relate to the outgoing light? Is energy conserved? Just what is light intensity? Is my picture accurate? Lecture 16 Slide 2

What We Want A model that uses physical properties that can be looked up in the CRC Handbook of Chemistry and Physics (indices of refraction, reflectivity, conductivity, etc.) Parameters that that have clear physical analogies (how rough or polished a surface is) Models that are predictive (the simulation attempts to model the real scene) Models that conserve energy Complex surface substructures (crystals, amorphous materials, boundary-layer behavior) If it was easy... everyone would do it. Lecture 16 Slide 3

Energy and Power of Light Light energy (Radiant energy): the energy of the photon particles. If we know the number of photon particles emitted, we can sum up the energies of each photon to evaluate the energy of light (Joules). Work: the change in energy. The light does work to emit energy (Joules). Flux (Radiant power): the rate of work, the rate at which light energy is emitted (Watt). Radiant Intensity: the flux (the rate of light energy change) radiated in a given direction (W/sr). Lecture 16 Slide 4

Irradiance The flux (the rate of radiant energy change) at a surface point per unit surface area (W/m2). In short, flux density. The irradiance function is a two dimensional function describing the incoming light energy impinging on a given point. Lecture 16 Slide 5

What does Irradiance look like? What is Li? Radiant Intensity? Lecture 16 Slide 6

Radiance The Li term is not radiant intensity. You can see this by comparing the units: Radiant intensity does not account for the size of the surface from the lights perspective: more radiant power (flux) will reach a surface that appears bigger to the light. Radiance: the angular flux density, the radiant power (flux) per unit projected area in a given direction (W/sr m2). same direction different radiance Lecture 16 Slide 7

What happens after reflection? The amount of reflected radiance is proportional to the incident radiance. Lecture 16 Slide 8

What does BRDF look like? Bidirectional Reflectance Distribution Function (BRDF) Lecture 16 Slide 9

BRDF Approaches Physically-based models Measured BRDFs Lecture 16 Slide 10

Local Illumination Phong illumination model approximates the BRDF with combination of diffuse and specular components. Lecture 16 Slide 11

Better Illumination Models Blinn-Torrance-Sparrow (1977) isotropic reflectors with smooth microstructure Cook-Torrance (1982) wavelength dependent Fresnel term He-Torrance-Sillion-Greenberg (1991) adds polarization, statistical microstructure, self-reflectance Very little of this work has made its way into graphics H/W. Lecture 16 Slide 12

Cook-Torrance Illumination Iλ,a - Ambient light intensity ka - Ambient surface reflectance Iλ,i - Luminous intensity of light source i ks - percentage of light reflected specularly (notice terms sum to one) ρl - Diffuse reflectivity li - vector to light source n - average surface normal at point D - microfacet distribution function G - geometric attenuation Factor F λ(θi) - Fresnel conductance term v - vector to viewer Lecture 16 Slide 13

Cook-Torrance BRDF Physically based model of a reflecting surface. Assumes a surface is a collection of planar microscopic facets, microfacets. Each microfacet is a perfectly smooth reflector. The factor D describes the distribution of microfacet orientations. The factor G describes the masking and shadowing effects between the microfacets. The F term is a Fresnel reflection term related to material’s index of refraction. Lecture 16 Slide 14

Microfacet Distribution Function Statistical model of the microfacet variation in the halfway-vector H direction Based on a Beckman distribution function Consistent with the surface variations of rough surfaces β - the angle between N and H m - the root-mean-square slope of the microfacets large m indicates steep slopes and the reflections spread out over the surface Lecture 16 Slide 15

Beckman's Distribution Lecture 16 Slide 16

Geometric Attenuation Factor The geometric attenuation factor G accounts for microfacet shadowing. The factor G is in the range from 0 (total shadowing) to 1 (no shadowing). There are many different ways that an incoming beam of light can interact with the surface locally. The entire beam can simply reflect. Lecture 16 Slide 17

Blocked Reflection A portion of the out-going beam can be blocked. This is called masking. Lecture 16 Slide 18

Blocked Beam A portion of the incoming beam can be blocked. Cook called this self-shadowing. Lecture 16 Slide 19

Geometric Attenuation Factor In each case, the geometric configurations can be analyzed to compute the percentage of light that actually escapes from the surface. The geometric factor, chooses the smallest amount of lost light. Lecture 16 Slide 20

Fresnel Reflection The Fresnel term results from a complete analysis of the reflection process while considering light as an electromagnetic wave. The electric field of light has an associated magnetic field associated with it (hence the name electromagnetic). The magnetic field is always orthogonal to the electric field and the direction of propagation. Over time the orientation of the electric field may rotate. If the electric field is oriented in a particular constant direction it is called polarized. The behavior of reflection depend on how the incoming electric field is oriented relative to the surface at the point where the field makes contact. This variation in reflectance is called the Fresnel effect. Lecture 16 Slide 21

Fresnel Reflection The Fresnel effect is wavelength dependent. It behavior is determined by the index-of-refraction of the material (taken as a complex value to allow for attenuation). This effect explains the variation in colors seen in specular regions particular on metals (conductors). It also explains why most surfaces approximate mirror reflectors when the light strikes them at a grazing angle. Lecture 16 Slide 22

Remaining Hard Problems Reflective Diffraction Effects thin films feathers of a blue jay oil on water CDs Anisotropy brushed metals strands pulled materials satin and velvet cloths Lecture 16 Slide 23

Global Illumination So far, we have looked at local illumination problems, which approximate how the light reflects from a surface under direct illumination. Global illumination computes the more general problem of light transfer between all objects in the scene, including direct and indirect illumination. Rendering equation is the general formulation of the global illumination problem: it describes how the radiance from surface x reflects from the surface x’: L is the radiance from a point on a surface in a given direction ω E is the emitted radiance from a point: E is non-zero only if x’ is emissive V is the visibility term: 1 when the surfaces are unobstructed along the direction ω, 0 otherwise G is the geometry term, which depends on the geometric relationship between the two surfaces x and x’ Lecture 16 Slide 24

Next Time Ray Tracing Lecture 16 Slide 25