COMPUTER GRAPHICS CS 482 – FALL 2015 OCTOBER 27, 2015 SCATTERING LIGHT SCATTERING PHYSICALLY BASED SCATTERING SUBSURFACE SCATTERING AMBIENT OCCLUSION.

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Presentation transcript:

COMPUTER GRAPHICS CS 482 – FALL 2015 OCTOBER 27, 2015 SCATTERING LIGHT SCATTERING PHYSICALLY BASED SCATTERING SUBSURFACE SCATTERING AMBIENT OCCLUSION

LIGHT SCATTERING CS 482 – FALL 2015 REFLECTANCE MODELS OCTOBER 27, 2015: SCATTERINGPAGE 197 WHEN LIGHT HITS THE MOLECULES OF AN OBJECT’S SURFACE, IT SCATTERS IN VARIOUS DIRECTIONS, DEPENDING ON THE MATERIAL PROPERTIES OF THE OBJECT. REFLECTIVE ABOVE THE OBJECT’S SURFACE TRANSMISSIVE BELOW THE OBJECT’S SURFACE IMPULSE ALL IN THE SAME EXITING DIRECTION

LIGHT SCATTERING CS 482 – FALL 2015 DIFFUSE AND GLOSSY OCTOBER 27, 2015: SCATTERINGPAGE 198 SURFACE SHADING CHARACTERISTICS ALSO IMPACT THE SCATTERING THAT TAKES PLACE ON AN OBJECT’S SURFACE. LAMBERTIAN PURE DIFFUSE REFLECTION PHONG SPECULAR REFLECTION INCLUDED y x y x

SCATTERING MODELS CS 482 – FALL 2015 IMAGE QUALITY VS. PROCESSING TIME OCTOBER 27, 2015: SCATTERINGPAGE 199 IMPROVEMENTS IN SCATTERING MODELS HAVE BEEN ACCOMPANIED BY CORRESPONDING PENALTIES IN PROCESSING OVERHEAD. LAMBERTIAN MODELS IGNORE SPECULAR EFFECTS, YIELDING FAST PROCESSING BUT DRAB IMAGES. PHONG MODELS INTERPOLATE TO ACHIEVE SPECULAR EFFECTS, BUT PRODUCING LESS FOCUSED HIGHLIGHTS. COOK-TORRANCE MODELS APPROXIMATE SURFACES AS A SET OF MICROFACETS ORIENTED SIMILARLY FOR SMOOTH SURFACES AND MORE RANDOMLY FOR ROUGH SURFACES.

SCATTERING MODELS CS 482 – FALL 2015 MICROFACETS OCTOBER 27, 2015: SCATTERINGPAGE 200 THE VARIABILITY OF MICROFACET ORIENTATION IN ROUGHER SURFACE MODELS PRODUCES APPROPRIATE BRDF CONTRIBUTIONS. SOME MICROFACETS ARE OCCLUDED FROM THE LIGHT, SO THEY ARE SHADOWED AND RECEIVE NO LIGHT (AND THUS REFLECT NONE). SOME MICROFACETS ARE NOT VISIBLE FROM THE VIEW DIRECTION, SO ANY LIGHT REFLECTED FROM THEM CAN’T BE SEEN. IN REALITY, SHADOWED LIGHT CONTINUES REFLECTING AND SOME OF IT WOULD END UP IN THE VIEW DIRECTION, BUT THAT IS USUALLY NOT MODELED.

SCATTERING MODELS CS 482 – FALL 2015 ANISOTROPIC MATERIALS OCTOBER 27, 2015: SCATTERINGPAGE 201 SOME MATERIALS (E.G., BRUSHED METAL, VELVET) HAVE REFLECTIVE PROPERTIES THAT VARY AS THE SURFACE IS ROTATED. ISOTROPIC MATERIALS USE A SINGLE RANDOMIZED VARIABLE TO DETERMINE EACH MICROFACET’S ORIENTATION, WHILE ANISOTROPIC MATERIALS USE TWO VARIABLES. THE RESULTS OF DOING THIS ARE ILLUSTRATED IN THE TWO ISOTROPIC IMAGES AT NEAR LEFT AND THE CORRESPONDING ANISOTROPIC IMAGES AT FAR RIGHT.

SUBSURFACE SCATTERING CS 482 – FALL 2015 TRANSLUCENT MATERIAL OCTOBER 27, 2015: SCATTERINGPAGE 202 UNDER CERTAIN CIRCUMSTANCES, WHEN LIGHT HITS CERTAIN TRANSLUCENT MATERIAL, IT PENETRATES THE MATERIAL, IS SCATTERED BY INTERACTING WITH WHAT IS BENEATH THE SURFACE, AND THEN EXITS THE SURFACE AT A DIFFERENT LOCATION.

SUBSURFACE SCATTERING CS 482 – FALL 2015 SCATTERING RADIUS OCTOBER 27, 2015: SCATTERINGPAGE 203 BY ALTERING THE DEPTH TO WHICH THE PENETRATING LIGHT RAYS ARE ALLOWED TO GO, THE MATERIAL PROPERTIES OF THE MODELED OBJECT MAY BE ADJUSTED.

AMBIENT OCCLUSION CS 482 – FALL 2015 LOCALLY CONVEX ENVIRONMENT OCTOBER 27, 2015: SCATTERINGPAGE 204 AMBIENT OCCLUSION IS WIDELY USED IN MOVIE PRODUCTION SINCE IT GIVES A GOOD INDICATION OF CREASES ON SURFACES AND SPATIAL PROXIMITY OF OBJECTS, AND IS A CHEAP (BUT CRUDE) APPROXIMATION OF GLOBAL ILLUMINATION. ONE MEANS OF APPROXIMATING HOW MUCH LIGHT HITS A MODELED OBJECT IS AMBIENT OCCLUSION, A MEASURE OF HOW MUCH LIGHT REACHES A POINT FROM A UNIFORMLY LIT HEMISPHERE. AMBIENT OCCLUSION IS COMPUTED BY SHOOTING A UNIFORM DISTRIBUTION OF RAYS FROM EACH OBJECT THROUGH THE HEMISPHERE TO SEE IF OUTSIDE GEOMETRY IS ENCOUNTERED.