Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

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Computer Graphics (Fall Computer Graphics (Fall 2008) 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160
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Transcript of Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Page 1: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Computer Graphics (Fall 2008)Computer Graphics (Fall 2008)

COMS 4160, Lecture 19: Illumination and Shading 2

http://www.cs.columbia.edu/~cs4160

Page 2: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Radiance

• Power per unit projected area perpendicular to the ray

per unit solid angle in the direction of the ray

• Symbol: L(x,ω) (W/m2 sr)

• Flux given by

dΦ = L(x,ω) cos θ dω dA

Page 3: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Radiance properties

• Radiance is constant as it propagates along ray

– Derived from conservation of flux – Fundamental in Light Transport.

1 21 1 1 2 2 2d L d dA L d dA d

2 21 2 2 1d dA r d dA r

1 21 1 2 22

dA dAd dA d dA

r

1 2L L

Page 4: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.
Page 5: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.
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Radiance properties• Sensor response proportional to radiance

(constant of proportionality is throughput)– Far away surface: See more, but subtends

smaller angle– Wall equally bright across viewing distances

Consequences– Radiance associated with rays in a ray tracer– Other radiometric quants derived from radiance

Page 7: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Irradiance, Radiosity• Irradiance E is radiant power per unit area• Integrate incoming radiance over hemisphere

– Projected solid angle (cos θ dω)– Uniform illumination:

Irradiance = π [CW 24,25]– Units: W/m2

• Radiosity

– Power per unit area leaving surface (like irradiance)

Page 8: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Building up the BRDF

• Bi-Directional Reflectance Distribution Function [Nicodemus 77]

• Function based on incident, view direction

• Relates incoming light energy to outgoing light energy

• We have already seen special cases: Lambertian, Phong

• In this lecture, we study all this abstractly

Page 9: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.
Page 10: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

BRDF

• Reflected Radiance proportional to Irradiance• Constant proportionality: BRDF [CW pp 28,29]

– Ratio of outgoing light (radiance) to incoming light (irradiance)

– Bidirectional Reflection Distribution Function – (4 Vars) units 1/sr

( )( , )

( ) cos

r ri r

i i i i

Lf

L d

( ) ( ) ( , ) cosr r i i i r i iL L f d

Page 11: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.
Page 12: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.
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Isotropic vs AnisotropicIsotropic vs Anisotropic

Isotropic: Most materials (you can rotate about normal without changing reflections)

Anisotropic: brushed metal etc. preferred tangential direction

Isotropic Anisotropic

Page 14: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

RadiometryRadiometry

Physical measurement of electromagnetic energy

We consider light field Radiance, Irradiance Reflection functions: Bi-Directional Reflectance

Distribution Function or BRDF Reflection Equation Simple BRDF models

Page 15: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Reflection Equation

ir

( ) ( ) ( , )( )r r i i i r iL L f n Reflected Radiance(Output Image)

Incident radiance (fromlight source)

BRDF Cosine of Incident angle

Page 16: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Reflection Equation

ir

Sum over all light sources( ) ( ) ( , )( )r r i i i r i

i

L L f n Reflected Radiance(Output Image)

Incident radiance (fromlight source)

BRDF Cosine of Incident angle

Page 17: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Reflection Equation

ir

Replace sum with integral

id

( ) ( ) ( , )( )r r i i i r i iL L f n d

Reflected Radiance(Output Image)

Incident radiance (fromlight source)

BRDF Cosine of Incident angle

Page 18: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

RadiometryRadiometry

Physical measurement of electromagnetic energy

We consider light field Radiance, Irradiance Reflection functions: Bi-Directional Reflectance

Distribution Function or BRDF Reflection Equation Simple BRDF models

Page 19: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Brdf Viewer plots Brdf Viewer plots

Diffuse

bv written by Szymon Rusinkiewicz

Torrance-Sparrow

Anisotropic

Page 20: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

DemoDemo

Page 21: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.
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Analytical BRDF: TS exampleAnalytical BRDF: TS example

One famous analytically derived BRDF is the Torrance-Sparrow model.

T-S is used to model specular surface, like the Phong model. more accurate than Phong has more parameters that can be set to match different

materials derived based on assumptions of underlying geometry.

(instead of ‘because it works well’)

Page 26: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Torrance-SparrowTorrance-Sparrow

Assume the surface is made up grooves at the microscopic level.

Assume the faces of these grooves (called microfacets) are perfect reflectors.

Take into account 3 phenomena

Shadowing Masking Interreflection

Page 27: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Torrance-Sparrow ResultTorrance-Sparrow Result

( ) ( , ) ( )

4cos( )cos( )

i i r h

i r

F G Df

Fresnel term:allows for wavelength

dependency

Geometric Attenuation:reduces the output based on the

amount of shadowing or masking that occurs.

Distribution:distribution function

determines what percentage of

microfacets are oriented to reflect in the viewer direction.

How much of the macroscopic surface is visible to the light

source

How much of the macroscopic

surface is visible to the viewer

Page 28: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Other BRDF modelsOther BRDF models

Empirical: Measure and build a 4D table

Anisotropic models for hair, brushed steel

Cartoon shaders, funky BRDFs

Capturing spatial variation

Very active area of research

Page 29: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Complex LightingComplex Lighting

So far we’ve looked at simple, discrete light sources.

Real environments contribute many colors of light from many directions.

The complex lighting of a scene can be captured in an Environment map. Just paint the environment on a sphere.

Page 30: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

Environment MapsEnvironment Maps

Instead of determining the lighting direction by knowing what lights exist, determine what light exists by knowing the lighting direction.

Blinn and Newell 1976, Miller and Hoffman, 1984Later, Greene 86, Cabral et al. 87

Page 31: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

DemoDemo

Page 32: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

ConclusionConclusion

All this (OpenGL, physically based) are local illumination and shading models

Good lighting, BRDFs produce convincing results Matrix movies, modern realistic computer graphics

Do not consider global effects like shadows, interreflections (from one surface on another) Subject of next unit (global illumination)

Page 33: Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 cs4160.

What’s NextWhat’s Next

Have finished basic material for the class Texture mapping lecture later today

Review of illumination and Shading

Remaining topics are global illumination (written assignment 2): Lectures on rendering eq, radiosity

Historical movie: Story of Computer Graphics

Likely to finish these by Dec 1: No class Dec 8,

Work instead on HW 4, written assignments

Dec 10? will be demo session for HW 4