Department of Computer Sciences CS354 { Spring 2005Reection and Light Source Mo delsIllumination:Energy physics...Radiance: the ux of light energy in a given directionGeometry/Visibility: how light energy falls up on a surfaceBRDF: the interaction function of a surface p oint with lightEnergy Balance Equation: the lo cal balance of energy in a sceneApproximation:Hacks for interaction at a p oint...Ambient: approximating the global energyLamb ertian: approximating the diuse interactionPhong: approximating the specular interactionThe University of Texas at Austin1Department of Computer Sciences CS354 { Spring 2005Reection VS. IlluminationLight:An electromagneticenergy uxthat hasintensity (p ower per unit area)direction of propagationReection:Alocal lighting modelthat relatesthe prop erties of a surface at a p ointthe incoming direction and energy at the p ointthe outgoing direction and energy at the p ointBRDF:bidirectional reectance distribution functionthe function that emb o dies the surface prop ertiesThe University of Texas at Austin2Department of Computer Sciences CS354 { Spring 2005Illumination:Aglobal lighting modelthat computesoverall light distribution in an environment{from the reection mo dels{from the shap e and lo cation of all objects{from the shap e and lo cation of all light sourcesShading:Alocal interpolation techniqueused toreduce the cost of computing reectionshade p olygons \nicely"The University of Texas at Austin3Department of Computer Sciences CS354 { Spring 2005Energy of IlluminationRadiance:Electromagneticenergy ux, the amount of energytravelingat some p ointxin a sp ecied direction; per unit timeper unit area perp endicular to the directionper unit solid anglefor a sp ecied wavelengthdenoted byL(x; ; ; )Sp ectral Prop erties:Total energy ux comes from ux at eachwavelengthL(x; ; ) =RmaxminL(x; ; ; )dThe University of Texas at Austin4Department of Computer Sciences CS354 { Spring 2005Picture:For the indicated situationL(x; ; )dxcosd!dtisenergy radiated through dierential solid angled!=sinddthrough/from dierential areadxnot p erp endicular to direction (projected area isdxcos)during dierential unit timedtdωdxnφθPower:Energy per unit time (as in the picture)L(x; ; )dxcosd!Radiosity:Total power leaving a surface p oint per unit areaRL(x; ; ) cosd!=R20R20L(x; ; ) cossin dd(integral is over the hemisphere above the surface p oint)The University of Texas at Austin5Department of Computer Sciences CS354 { Spring 2005Bidirectional Reectance Distribution Function:is a surface prop erty at a p ointrelates energy in to energy outdep ends on incoming and outgoing directionsvaries from wavelength to wavelengthDenition: Ratio{of radiance in the outgoing direction{to radiant ux density for the incoming directionbd(x; i;i;i;o;o;o) =Lo(x; ox;ox;o)Li(x; ix;ix;i) cosixd!ixnL(,x θx,φ,xiiiλi)L(,x θxo,φoo,xλ)oφoxθoxtThe University of Texas at Austin6Department of Computer Sciences CS354 { Spring 2005Energy Balance EquationLo(x; ox;ox;o) =Le(x; ox;ox;o)+R20R20Rmaxminbd(x; ix;ix;i;ox;ox;o)cos(ix)Li(x; ix;ix;i)disin(ix)dixdixLo(x; ox;ox;o)is the radiance{at wavelengtho{leaving p ointx{in directionox;oxLe(x; ox;ox;o)is the radiance emitted by the surface fromthe p ointLi(x; ix;ix;i)is the incident radiance impinging on the p ointbd(x; ix;ix;i;ox;ox;o)is the BRDF at the p oint{describ es the surface's interaction with light at the p ointthe integration is over the hemisphere above the p ointThe University of Texas at Austin7Department of Computer Sciences CS354 { Spring 2005Fast and Dirty ApproximationsRough Approximations:Usered,green, andblueinstead of full sp ectrum{Roughly follows the eye's sensitivity{Forego such complex surface b ehavior as metalsUse nite numb er of point light sources instead of full hemisphere{Integration changes to summation{Forego such eects as soft shadows and color bleedingBRDF b ehaves indep endently on each color{Treat red, green, and blue as three separate computations{Forego such eects as iridescence and refractionBRDF split into three approximate eects{Ambient: constant, nondirectional, background light{Diuse: light reected uniformly in all directions{Sp ecular: light of higher intensityinmirror-reection directionEnergy uxLreplaced by simple \intensity"I{No pretense of b eing physically trueThe University of Texas at Austin8Department of Computer Sciences CS354 { Spring 2005Approximate Intensity Equation:(single light source)Io=Ie+kaIa+kdIlcos(l) +ksIlW(l)S(l)stands for each ofred, green, blueIlis the intensity of the light source (mo died for distance)cos(l)accounts for the projected cross-sectional area of theincoming lightthekare between 0 and 1 and represent absorption factorsW(l)accounts for any highlight eects that dep end on theincoming direction{usecos(l)if there is nothing sp eciallis the mirror reection angle for the light{the angle between the view direction and the mirror reectiondirectionS(l)accounts for highlights in the mirror reection directionthe sup erscriptse,a,d,sstand foremitted, ambient, diuse,specularresp ectivelysum over each lightlif there are more than oneThe University of Texas at Austin9Department of Computer Sciences CS354 { Spring 2005Lamb ertian Reection Mo delDiuse Geometry:iis theunit vectorin the direction of the illumination (lightsource)nis theunit vectornormal to the surfaceris theunit vectorin the mirror reection directionvis theunit vectorin the direction of the eyep ointθθαinrvFormulas:cos() =nirandare not neededThe University of Texas at Austin10Department of Computer Sciences CS354 { Spring 2005Phong Reection Mo delSp ecular Geometry (Phong Mo del):iis theunit vectorin the direction of the illumination (lightsource)nis theunit vectornormal to the surfaceris theunit vectorin the mirror reection directionvis theunit vectorin the direction of the
View Full Document