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Reflectance Models CS 319 Advanced Topics in Computer Graphics John C. Hart
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Reflectance Models Phong/Blinn –Diffuse using Lambertian model –Specular using a hack Cook-Torrance –Specular –Useful for metals, sheens Seeliger –Diffuse –Skin, softer than Lambertian Hair –Anisotropic –Uses grain direction
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Vectors N L R V N – Normal L – Source V – View R – Reflection H – Halfway R = 2(N L)N – L H = (V+L)/||V+L|| H (R)(R) (L)(L) x
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Phong and Blinn Phong L(V) = k a L a + k d L i (N L) + k s L i (V R) n Blinn L(V) = k a L a + k d L i (N L) + k s L i (N H) n In general ignore ambient term and assume a diffuse/specular decomposition
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Cook-Torrance Models specular BRDF component F – Fresnel term D – Roughness term G – Geometry term
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Fresnel Term Derived from Maxwells equations Coefficients r – angle of reflection w.r.t. H t – angle of transmission w.r.t. H c = cos r = L H = V H g 2 = 2 + c 2 – 1 Index of refraction actually complex!
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Fresnel Effect Normal incident light reflects color of surface Tangential incident light reflects color of light Reflectivity increases as incidence becomes more tangential
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Roughness Term Statistical model of light reflectance Centered around reflection direction R Blinn model Beckman function = N H) m
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Geometry Term Shadowing –Incident light does not reach material G s = 2(N H)(N V)/(V H) Masking –Reflected light does not reach viewer G m = 2(N H)(N L)/(V H) Use minimum G m = min G s, G m
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Seeliger f r = N L/(N L + N V) Model for diffuse reflectance from skin Softer appearance than Lambertian Derived from first principles Used as a basis for multilayer shading See Hanrahan & Krueger SIGGRAPH 93
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Hair Anisotropic Uses tangent vector T Diffuse anisotropic f d = sin(T,L) Specular anisotropic f s = (T L) (T V) + sin(T,L) sin(T,V) T LL
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