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Digital Material Appearence

Introduction

  • Light / material interactions
  • Absorption
  • Reflection: Color, Glossiness
  • Transmission
  • Transparency
image-20241128214900480
  • 和location, view, lighting有关

Reflection Models

介质密度的变化

  • BRDF(Bidirectional Reflectance Distribution Function) \(f(i,o)\),一个四维函数
  • 我们知道所有经过同一点的模长为1的向量的集合是一个三维球,在球上表示一个点我们只需要两个参数,因此入射和出射各两个参数,一共四维
  • Fixing i, a 2D function of outgoing directions
  • describes how incident light is reflected along different directions

Specular Reflection

  1. Perfect Mirror Reflection.

    • p: point of interest

    • n: normal

    • i: lighting vector, couting-intuitive dir 方向和实际入射方向相反

    • o: view vector

    • i,o,n are unit vectors

      image-20241128222357905

    • 计算反射方向r

      • \(– r = -(i - <i,n>n) + <i,n>n = 2<i,n>n - i\)

      • test if \(<o,r>=1\)

      • 利用half vector \(h=\dfrac{i+o}{\|i+o\|}\) 判断h和n是否重合即可

      image-20241128222819517

  2. Fresnel Reflectance Term: Reflection depends on incident angle

    • 绝缘体

      image-20241128224657934

    • 导体

      image-20241128224821743

    • 公式如下,但显然过于复杂了 $$ R_{s}=\left|\frac{n_{1}cos\theta_{i}-n_{2}cos\theta_{i}}{n_{1}cos\theta_{i}+n_{2}cos\theta_{i}}\right|^{2}=\left|\frac{n_{1}cos\theta_{i}-n_{2}\sqrt{1-\left(\frac{n_{1}}{n_{2}}sin\theta_{i}\right)^{2}}}{n_{1}cos\theta_{i}+n_{2}\sqrt{1-\left(\frac{n_{1}}{n_{2}}sin\theta_{i}\right)^{2}}}\right|^{2} $$

      \[ R_{p}=\left|\frac{n_{1}cos\theta_{i}-n_{2}cos\theta_{i}}{n_{1}cos\theta_{i}+n_{2}cos\theta_{i}}\right|^{2}=\left|\frac{n_{1}\sqrt{1-\left(\frac{n_{1}}{n_{2}}sin\theta_{i}\right)^{2}-n_{2}cos\theta_{i}}}{n_{1}\sqrt{1-\left(\frac{n_{1}}{n_{2}}sin\theta_{i}\right)^{2}+n_{2}cos\theta_{i}}}\right|^{2} \]
  3. 采用Schilick’s Approximation,其中\(\theta\)是i和n的夹角

\[ \begin{aligned} &R(\theta)=R_0+\bigl(1-R_0\bigr)(1-cos\theta)^5 \\ &R_0=\left(\frac{n_1-n_2}{n_1+n_2}\right)^2 \end{aligned} \]
  1. Microfacet-Based Models: Many real-world materials actually consist of or can be modeled as microfacets

    • Microfacets = Tiny, planar and mirror-like surface patches
    • Key: the distribution of microfacets’ normals 不同的法向量会影响反射的结果

    $$ f(i,o)=\frac{F(i,h)G(i,o,h)D(h)}{4(n,i)(n,o)} $$

    F:反射率 D:微面法向量的分布

    D(h) describes the percentage of microfacets whose n = h (i.e. the normal distribution of microfacets)

    • Microfacets that could potentially reflect under the current i & o 必要条件而非充分

    G表示Shadowing & Masking 光打不到或者反射光被物体遮挡

    • Microfacets in shadows do not reflect
    • Microfacets occluded cannot be seen

    image-20241128234144077

    Different microfacet BRDFs mainly differ with the choice of D

  2. An Example: Cook-Torrance Model。D为Beckman distribution。m控制highlight的形状 $$ D=\frac{e^{\frac{-(an^2(a)}{m^2}}}{\pi m^2cos^4(\alpha)}, \alpha=\arccos(\mathrm{n}\bullet h)\G=\min(1,\frac{2(h\bullet n)(o\bullet n)}{o\bullet h},\frac{2(h\bullet n)(i\bullet n)}{o\bullet h}) $$

  3. 以上我们都是isotropic的,即各向同性的,所以高光会是圆形的。如果需要条形的,这时候就要anisotropic(各向异性) BRDF

image-20241129001206066
  1. Diffuse Reflection

    • Lambertian model

    • Light is equally reflected along all outgoing directions

    • Can be considered as highly spread-out random microfacets

    • f(i,o) = constant

      image-20241129001346824

  2. Putting Things Altogether

    • The reflected light of a unit amount of directional incident light can computed as
      $$ f(i,o)(i,n)=\left\frac{\rho_d}\pi+\rho_s\bullet f_{spec}(i,o)\right $$

    • \(\rho_d,\rho_s\) are diffuse/specular coefficients 三个分量,RGB,各算一遍

      • 非导体\(\rho_s\)一般是白色,导体的一般是其本身颜色
    • Could be extended to represent reflectance at different wavelengths

  3. 高质量的数据:[Matusik et al. 2004] 每一个BRDF大概都要占64MB,高质量的

image-20241129002105821
  1. useful tool

Reflectance Capture

采集BRDF

  1. motivation: Accurate modeling of real-world materials

  2. direct sampling: General Idea

    • For each o, For each i, Measure f(i,o)
    • The most general approach / highest quality
    • Extremely time consuming: Curse of dimensionality
  3. Illumination Multiplexing

    • Light Stage
      • Use hundreds of light sources simultaneously
      • Only one or a couple of cameras
      • Project certain patterns and recover the reflectance with a lookup table
      • Far more efficient
    • 在电影行业广泛应用

    image-20241129002735320

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