Review of Geometric Optics (Light

advertisement
Light and Matter
For Computer Graphics
Comp 770 Lecture
Spring 2009
Overview
 A very high-level introduction to some concepts
and definitions underlying image synthesis.





Optics
Materials and Surfaces
Radiometry and Photometry
Color
Energy Transport
Optics
 The study of light has 3 sub-fields.



Physical optics: study of the wave nature of light.
Geometric optics: study of the particle nature of light.
Quantum optics: study of the dual wave-particle nature of
light and attempt to construct unified theories to support
duality. Wave “packets” called photons.
 Computer graphics most concerned with geometric
optics (but need some of the others, too).
Reflection and Transmission
 Reflection: “process whereby light of a specific
wavelength incident on a material is at least partly
propagated outward by the material without change in
wavelength.”
 Transmission (or refraction): “process whereby light of a
specific wavelength incident on the interface (boundary)
between two materials passes (refracts) through the
interface without change in wavelength.”
(Definitions from Glassner1995).
Types of Reflection
 Specular (a.k.a. mirror or regular) reflection
causes light to propagate without scattering.
 Diffuse reflection sends light in all directions with
equal energy.
 Mixed reflection is a weighted
combination of specular and diffuse.
Types of Reflection
 Retro-reflection occurs when incident energy
reflects in directions close to the incident
direction, for a wide range of incident directions.
 Gloss is the property of a material surface that
involves mixed reflection and is responsible for
the mirror like appearance of rough surfaces.
Types of Gloss
 Gloss factors measured by the ratio of energy
() in the reflected and incident directions for
certain standard angles (i and r).


Specularity measures the brightness of a highlight:
r /i (i = r = 60°).
Sheen measures the brightness of glancing
highlights: r /i (i = r = 85°).
Types of Gloss



Contrast is the brightness of a glancing highlight relative to
the brightness in the surface normal direction
r /n. (i = r = 85°).
Distinctness of Image measures the clarity of the highlight or
the sharpness of its borders: dr / dr , or the rate of change
of reflected energy with reflected direction.
Absence of Bloom measures the haziness around the
highlight: r2 /r1, where r1 and r2 are only a few degrees
different.
Computing The Specular Reflection Vector
N
Given: I, N, R are coplanar. IN = R N
I
R
i
r
N’ = (I N)N
From the parallelogram shown at right, see:
R + I = 2N’
Or
R = 2N’ – I = 2(I N)N - I
N’
I
N’
R
Types of Transmission
 Specular transmission causes light to propagate
w/o scattering, as in clear
glass.
 Diffuse transmission sends light in all directions
with equal energy, as in
frosted glass.
 Mixed transmission is a weighted combination of
specular and diffuse transmission.
Index of Refraction
 The speed of light is not the same in all media.


Reference medium is a perfect vacuum.
IOR: i() = c / v. c = speed of light in vacuum, v is speed
of light of wavelength  in the medium.
 Surface where two media touch called the interface.


Light appears to bend when passing through the interface,
due to change in speed.
Amount of bending, or refraction, determined by the IOR of
both materials.
Snell’s Law of Refraction
 Governs the geometry of refraction.
i()sini = t()sint
i = IOR of incident medium
t = IOR of medium into which
the light is transmitted
If the light is transmitted into
a denser medium, it is refracted
toward the normal of the interface.
 If the light is transmitted into a rarer
medium, it is refracted away from the
normal of the interface.
sini
N
I
i

t
sint
T
Total Internal Reflection
 At some angle, called the critical angle, light is
bent to lie exactly in the plane of the interface.
 At all angles greater than this, the light is
reflected back into the incident medium: total
internal reflection (TIR).
 Snell’s law gives critical angle c
i()sinc = t()sin( / 2)
sinc = t () / i()
Computing The Specular Transmission Vector
I   I  cos  i  N
I   sin  i , T  cos  t , T||  sin  t , so :
M 

1
I  cos  i  N
sin  i

T  T  T||  M sin  t  N cos  t 
Apply Snell' s Law :



 sin  t
I  cos  i  N  N cos  t
sin  i
sin  t i

sin  i t

2
2
 
 
cos  t  1  sin 2  t  1   i  sin 2  i  1   i  1  cos 2  i
 t 
 t 
Substituti ng :
2

 



T   i I  N  i cos  i  1   i  1  cos 2  i  
t
 t

 t 



If 1   i
 t
2

 1  cos 2  i is negative, TIR has occurred.



R
i I||




 i I  cos  i  N  N cos  t   i I  N  i cos  i  cos  t 
t
t
 t


N
I

-M

T
I
M
T|| t
T
Surface Models
 Perfect mirrors and reflections don’t exist.
 Perfect transmission requires a perfect vacuum.
 Real surfaces have some degree of roughness.


Even most basic simulation must account for specular and
diffuse reflection / transmission.
More realism requires accounting for more factors.



Wavelength dependence: dispersion, diffraction, interference
Anisotropy: angular-dependence of reflectance.
Scattering: absorption and re-emission of photons.
Basic Surface Models
 Non-physically based, as used in OpenGL.




Materials have ambient, diffuse, and specular colors.
Ambient is a very coarse approx. Of light reflected
from other surfaces. (Global illumination).
Diffuse usually just the “color” of the surface.
Specular determines highlight color.
Basic Surface Models

C  Ag As  Es   Dli Ds ( N  Li )  Ali As
i
C  color
A  ambient; E  emissive; D  diffuse;
N  normal vector; Li  light vect or
g  global; s  surface; l  light.

What’s Missing?
 What we’ve seen so far is just the basics of
geometric optics.


Enough for classical ray tracing, Phong illumination
model.
To get much better, we need more:




Better modeling of surface properties.
Wavelength dependence.
Radiometry / Photometry.
Energy Transport.
Surface Roughness
 At a microscopic scale, all real surfaces are rough:
 Cast shadows on themselves:
 “Mask” reflected light:
shadow
shadow
Masked Light
Surface Roughness
 Notice another effect of roughness:



Each “microfacet” is treated as a perfect mirror.
Incident light reflected in different directions by
different facets.
End result is mixed reflectance.


Smoother surfaces are more specular or glossy.
Random distribution of facet normals results in diffuse
reflectance.
Reflectance Distribution Model
 Most surfaces exhibit complex reflectances.



Vary with incident and reflected directions.
Model with combination:
+
+
=
specular + glossy + diffuse = reflectance distribution
Anisotropy
 So far we’ve been considering isotropic
materials.



Reflection and refraction invariant with respect to
rotation of the surface about the surface normal
vector.
For many materials, reflectance and transmission
are dependent on this azimuth angle: anisotropic
reflectance/transmission.
Examples?
BRDF
 Bidirectional Reflectance Distribution Function
 (x, i, o)



x is the position.
i = (i, i) represents the incoming direction.
(elevation, azimuth)
o = (o, o) represents the outgoing direction
(elevation, azimuth)
Properties of the BRDF
 Dependent on both incoming and outgoing
directions: bidirectional.
 Always positive: distribution function.
 Invariant to exchange of incoming/outgoing
directions: reciprocity principal.
 In general, BRDFs are anisotropic.
Dimensionality of BRDF
 Function of position (3D), incoming, outgoing
directions (4 angles), wavelength, and
polarization.


Thus, a 9D function!
Usually simplify:




Ignore polarization (geometric optics!).
Sometimes ignore wavelength.
Assume uniform material (ignore position).
Isotropic reflectance makes one angle go away.
Radiometry
 Radiometry: Science of measurement of light.

Measurements are purely physical.
 Discusses quantities
like radiance and irradiance, flux,
and radiosity.
 Need some radiometry to go into more detail about
BRDF.

Combine with light transport theory and optics to derive
radiosity computations.
 More in later lectures and in COMP238.
Radiometry vs. Photometry
 Photometry: Science of human perception of
light.


Perceptual analog of Radiometry.
All measurements relative to perception.
 More in COMP238
Color
 If we stopped here we’d have grayscale images.


Color is determined by the wavelength of visible light.
Can still use geometric optics.


But need to account for wavelength in reflectance (BRDF)
and index of refraction.
What natural phenomena can you think of that are
wavelength dependent?
Sampling Wavelength
 We could try to compute image for every
possible wavelength and then combine.

Would take forever.
 Sample a representative set of wavelengths.


How many samples?
Where?
Where to Sample?
 Photometry tells us that some wavelengths are
more important than others to human perception.

Human response curve looks something like this:
350
400
450
500
550
600
650
700
750
Where to Sample?
 So, pick a few samples wavelengths.





Compute an image for each.
Reconstruct with basis functions.
Weight of each sample determined by human
response curve.
(Also need color
space transformations).
More in COMP238.
350
400
450
500
550
600
650
700
750
Light Transport
 To compute images, we need to simulate transport of
light around a scene.
 Transport theory.

Analysis techniques for flow of moving particles in 3D.



Largely developed for neutrons in atomic reactors.
Can be applied to traffic flow, gas dynamics.
Most importantly, can be applied to light.
 Simulation



techniques.
Ray tracing.
Radiosity.
Combinations and variations.
Local vs. Global Illumination
 Radiosity and ray tracing simulate


global illumination.
Account for light transport between objects.
Not just between light sources and objects: local illumination.
 Don’t need global illumination
to use the concepts of
geometric optics, surface modeling, and BRDF.
 Have been used to create diverse shading models.


Simplest and most common is Phong.
Next lecture: shading models.
For Next Time…
 Read:



Henri Gouraud, “Continuous Shading of Curved Surfaces”.
IEEE Transactions on Computers; June 1971.
Bui Tuong Phong, “Illumination for Computer Generated
Pictures”. Communications of the ACM; June 1975.
James F. Blinn, “Models of Light Reflection for Computer
Synthesized Pictures.” Computer Graphics (SIGGRAPH
1977).
References
 Glassner, Principles of Digital Image Synthesis,
Volume Two.

Highly detailed and low level.
 Cohen and Wallace, Radiosity and Realistic
Image Synthesis.
 Bastos dissertation,
ftp://ftp.cs.unc.edu/pub/publications/techreports/00-021.pdf
More Detail: Scattering
 When a photon hits an atom, one of two things
happens:


Absorption: the photon (energy) is converted into
another form of energy.
Scattering: the photon is immediately re-emitted in a
new direction.
Download