DOC PREVIEW
UMD CMSC 427 - Reflectance

This preview shows page 1-2-23-24 out of 24 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 24 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 24 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 24 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 24 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 24 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

Slide 1Slide 2LightReflectanceBasic fact: Light is linearLight Model: Point SourceSlide 8Light model: distant point sourceSurfaces reflect light: LambertianLambertian + Point SourceLambertian ExamplesAmbientAmbient + Point SourceSlide 15Slide 16Specular DirectionSlide 18Slide 19Slide 20Lambertian+Specular+AmbientMore complex reflectancesBRDF Not Always AppropriateLuminescenceLighting affects appearanceLightSource emits photonsPhotons travel in a straight lineWhen they hit an object they:• bounce off in a new direction• or are absorbed• (exceptions later).And then some reach the eye/camera.ReflectanceModel how objects reflect light.Model light sourcesAlgorithms for computingShading: computing intensities within polygonsDetermine what light strikes what surfaces.Basic fact: Light is linearDouble intensity of sources, double photons reaching eye.Turn on two lights, and photons reaching eye are same as sum of number when each light is on separately.This means we can render lights separatelyLight Model: Point Source•Light emanates from a point•Equal intensity in all directions• Intensity drops off with distance.• With square of distance: • To simulate effects of non-point sources: 22101dadaa 21dLight model: distant point source•All light in scene comes from same direction.•With same intensitySurfaces reflect light: Lambertian•Amount of light striking surface proportional to cos• Angle between light direction and surface.•Equal brightness in all directions •Albedo is fraction of light reflected. •Diffuse objects (chalk, cloth, matte paint).• Brightness doesn’t depend on viewpoint.Surface normalLightLambertian + Point SourceSurface normalLightlˆnormal surface isˆ isradiance is)ˆ(,0max(light ofintensity islight ofdirection isˆˆnalbedoinlilllll--Lambertian ExamplesScene(Oren and Nayar)Lambertian sphere as the light moves.(Steve Seitz)AmbientAssume Lambertian surface normal receives equal light from all directions.Diffuse lighting, no cast shadows.Ambient (and point) light can be coloredai Ambient + Point SourceNeeded to avoid artifactsMake sure shadows aren’t black.Reasonable approximation to general Sun + sky. Lamp + light reflected by wallsIn fact, it’s a 1st order approximation.But doesn’t handle many effectsSources of other shapes. Shadows of ambient light in concave objects.Shadow exampleSpecular surfaces•Another important class of surfaces is specular, or mirror-like.–radiation arriving along a direction leaves along the specular direction–reflect about normal–some fraction is absorbed, some reflected(http://graphics.cs.ucdavis.edu/GraphicsNotes/Shading/Shading.html)Specular Directionrnllnnlrnnllr--)(2)(2Specular surfaces(http://graphics.cs.ucdavis.edu/GraphicsNotes/Shading/Shading.html)•Brightness depends on viewing direction.•Specularity is spread out.•Mirror, smooth light all bounces same way.•Slightly rougher, direction of bounce varies.•Diffuse, many bouncesnnl)(2 - nnl)(2 -Phong’s model•Empirical model (eg., hack)•Phong’s model–reflected energy falls off as:•n very big, this is like mirror.•As n gets smaller, specularity more spread out.•Good model for plastic•Specularity color of source.cosn (Forsyth & Ponce)Lambertian + specular•Two parameters: how shiny, what kind of shiny.•Many objects combine shiny and diffuse material•Wood with veneer; glossy paint, plastic, greasy skin.Lambertian+Specular+Ambient(http://graphics.cs.ucdavis.edu/GraphicsNotes/Shading/Shading.html)More complex reflectancesPhysically realistic modelsTorrance Sparrow models roughness of surfaces and shadowing of microfacets.Models built from observation.Measurement for every lighting direction and viewing direction.BRDF Not Always Appropriatehttp://graphics.stanford.edu/papers/bssrdf/ (Jensen, Marschner, Levoy, Hanrahan)BRDF BSSRDFLuminescenceSurface shifts color of light.Can reflect more light of a color than is present in source.This is why objects can glow in “black”


View Full Document

UMD CMSC 427 - Reflectance

Download Reflectance
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Reflectance and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Reflectance 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?