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Models of Light
Quantum Optics
Fundamental model of light that explains its dual wavewave-particle nature
Too detailed for the purposes of image synthesis
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
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
Wavelength Distribution
Light has some wavelength distribution During lightlight-matter interaction
The spectral properties of the surface material modulate the spectral distribution of
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
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
direction is reversed
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 )
r r r r dL ( ) L ( ) f r (i r ) r r r = r r r dE (i ) Li (i ) cosi di
r Lr (r ) =
Copyright Manuel M. Oliveira
f (
r i
r r r )Li (i ) cosi di
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
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 )
BRDF
Examples of renderings
BSSRDF
Bidirectional Scattering Surface Reflection Distribution Function
Describes subsurface scattering S(xi,i,
i, xr,r, r)
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
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
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
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