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CMP249 - Advanced Rendering

Background for Realistic Image Synthesis

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Realistic Image Synthesis


Rendering Object Appearance
Simulation of the interaction between light and matter Need to consider 3 fundamental elements that affect such interaction: Shape Shape: :
large scale geometry of the objects Materials Materials: : how the incident light is redirected at each point of the surface spectral variations account for color perception variations scattering variations account for directional effects small-scale spatial variations account for perception of texture Incident Light spectral properties, magnitude, incidence angle along the surface

Realistic Image Synthesis


We also need to take into account how we perceive light!

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Models of Light
Quantum Optics
Fundamental model of light that explains its dual wavewave-particle nature
Too detailed for the purposes of image synthesis

Which Model to Use in CG?


Geometric Optics
Adequate to model light that leaves an object and arrives at our eyes
Not the most adequate model for lightlight-material interactions at a surface

Wave Model A simplification of the quantum model


Described by Maxwells equations Captures effects that arise when light interacts with objects of size comparable to

Encapsulate such interactions using scattering distributions (e.g., BRDFs) Describes the amount of light that leaves a surface in each direction as a function of the amount and direction of the incident light

the wavelength of light (e.g., diffraction, interference, polarization, etc.)

Geometric Optics (assumptions)


Light travels in straight lines (no diffraction) Light is not influenced by external factors, such as gravity or magnetic fields

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Which Model to Use in CG?


Geometric Optics
Adequate to model light that leaves an object and arrives at our eyes
Not the most adequate model for lightlight-material interactions at a surface

Scattering Distributions
Can be obtained by measuring the light leaving a surface Only depend on the material, not on the overal scene Once measured, can be reused Important
The amount of light scattered by incident light from a particular source does not interfere with light coming from another light source

Encapsulate such interactions using scattering distributions (e.g., BRDFs) Describes the amount of light that leaves a surface in each direction as a function of
the amount and direction of the incident light

The ability to encapsulate detailed, smallsmall-scale interactions into functions while computing the bulk of light transfer in a scene using geometric optics is a very powerful concept

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Wavelength Distribution
Light has some wavelength distribution During lightlight-matter interaction
The spectral properties of the surface material modulate the spectral distribution of

Color Perception: the Pipeline


Incident Light Physical (radiometric) quantity Material physical property

the incident light


What we need to model is the change in wavelength distribution!
Physical

Different distributions induce the perception of different colors In our eyes The spectral distribution of the light arriving in our retinas is modulated by the spectral sensitivity of our photoreceptors
Photoreceptors

Perceptual

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

BRDF
Bidirectional Reflection Distribution Function
Describes the local illumination model

BRDF
Properties Symmetry (Helmholtz reciprocity principle)
If a photon moves along a path, it will follow the same path if its

fr(x,i ,r) = fr(x,i, i, r, r)


The amount of reflected light along

direction is reversed

r is proportional to the incident

irradiance from i

r r r r f r (i r ) = f r (r i )
It is, in general, anisotropic Adding light from another incident direction has no influence on the amount of light reflected from other incident directions
Reflectance Equation The total amount of light reflected by a surface in a specific direction is

r r dLr (r ) dLi (i )

The constant of proportionality is called BRDF

r r r r dL ( ) L ( ) f r (i r ) r r r = r r r dE (i ) Li (i ) cosi di

given by the hemispherical integral over all possible incident directions

r Lr (r ) =
Copyright Manuel M. Oliveira

f (
r i

r r r )Li (i ) cosi di

Copyright Manuel M. Oliveira

BRDF
Shape Diffuse + Specular + Glossy

Forms of Reflection
Perfect (ideal) specular reflection Perfectly smooth surfaces

r n

Lr ( x, r , r ) = s ( x ) Li ( x, r , r ) r r Lr ( x, r ) = s ( x ) Li ( x, i )

Glossy specular reflection light is reflected in a small cone around the mirror direction

r n

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Forms of Reflection (Cont.)


Lambertian (ideal diffuse reflection) L ( x, ) = f L ( )cos d r r r ,d i i i i Rough surfaces i

Forms of Reflection (Cont.)


r
Lambertian (ideal diffuse reflection) L ( x, ) = f L ( )cos d r r r ,d i i i i Rough surfaces i

r = f r ,d Li (i ) cos i di
i

i
r r i Diffuse reflection light is reflected differently in different directions

r = f r ,d Li (i ) cos i di
i

r Lr ( x, r ) = d Ei ( x )

= f r ,d E ( x )

r L ( x, ) = d E ( x )

= f r ,d E ( x )

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

BRDF
Examples of renderings

BSSRDF
Bidirectional Scattering Surface Reflection Distribution Function
Describes subsurface scattering S(xi,i,

i, xr,r, r)

Does not model transmision through translucid media

Images courtesy of Fern Hunt

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

Radiance leaving point x in the direction

Radiance emitted by point x in the direction

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

x x

Integral over all directions s in the hemisphere around x (assuming an opaque surface)

BRDF: expresses the ratio between the reflected radiance at x in the direction and the irradiance from the incident direction s

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

s x x

s x

Radiance arriving at x from the incident direction s

Visibility term V = {0,1} relating x and x, the origin of ray s

Copyright Manuel M. Oliveira

Copyright Manuel M. Oliveira

Rendering Equation
r r r r r Lo ( x ) = Le ( x ) + f r ( x , s )Li ( x s )V ( x, x ')G ( x , x ' )ds

Nx

i s
x

Geometric term relating the directions Nx and (x-x)

Copyright Manuel M. Oliveira

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