Lec 17 Materials and Appearances
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渲染方程中的 BRDF 决定物体的材质。Material == BRDF
Diffuse / Lambertian Material
Reflection
Light is equally reflected in each output direction.
假设各个方向进入的光强度相同,即入射光均匀。假设被照射的点既不吸收光也不发出光。
根据能力守恒,进入的能量和反射出的能量相等。进入的能量为被照射的点周围一小块区域接收的光,即当前点的 irradiance。所以入射和出射的 radiance 相等。
故常数 BRDF 为:
其中\(\rho\)为 albedo 系数,可以为常数,可以为 RGB 分开设置。
Glossy material:
Refractive material:
Perfect Specular Reflection
Transmition
Snell's Law:
Snell's Window / Circle:
Looking from underwater, can only see objects confined to a conical area.
Fresnel Reflection / Term:
Reflectance depends on incident angle (and polarization of light)
Fresnel term (dieletric, \(\eta\)=1.5):
Approximate: Schlick's approximation
Microfacet Material
假设物体表面粗糙,但从远处看表面平滑。每个表面的微元完全镜面反射。 (从远处,看到材质;从近处,看到几何)。 认为表面由微表面组成,每个微表面有各自的法线。
分析微表面法线的分布,判断宏观表面的材质。
- concentrated <-> glossy
- spread <-> diffuse
当half vector和法线相同时,才能将入射光反射到对着相机的出射方向(因为微表面都为镜面反射)
f = Fresnel term * shadowing-masking term * distribution of normals
Isotropic / Anisotropic Materials
(各向同性/各向异性材质)
Key: directionality of underlying surface
Anisotropic BRDFs: reflection depends on azimuthal angle \(\phi\), results from oriented microstructure of surface.
E.g. nylon, velvet
Properties of BRDFs
- Non-negativity
- Linearity
- Reciprocity principle
- Energy conservation
Measuring BRDFs
For each outgoing direction and incoming direction, move light and camera.
Problem: curse of dimensionality
Improve efficiency:
- Isotropic surfaces reduce dimensionality from 4D to 3D
- Reciprocity reduces # of measurements by half
- Clever optical systems
MERL BRDF Database