$\require{color}$

Photorealistic rendering

Inputs (camera, geometry, lighting, materials) must all be accurate and detailed enough to support.

Material Appearances

Reflection by local reflection models such as

Local reflection models: rs between

  1. One light source
  2. A single surface point
  3. The view point
  4. No interactions between other objects.

Global illumination considers all light sources and surfaces, inter-reflections and shadows.

Radiometry

Radiometry: Physical measurement of light/radiation energy

Summary:

\[\begin{aligned} \text{Radiant Power } \Phi &: \text{light energy over unit time} \\ \text{Irradiance } E &= \frac{d \Phi}{dA} = \text{incident power per unit surface area}\\ &= \int_\Omega L(x \leftarrow \Psi) (N \cdot \Psi) d\omega_\Psi \\ \text{Radiosity } B &= \frac{d \Phi}{dA} = \text{outgoing power per unit surface area}\\ &= \int_\Omega L(x \rightarrow \Theta) (N \cdot \Theta) d\omega_\Theta \\ \text{Radiosity } L &= \frac{d^2 \Phi}{d\omega \cdot dA \cos \theta} \end{aligned}\]

Radiant power and radiance:

\[\Phi = \int_A \int_\Omega L(x \rightarrow \Theta) cos \theta d\omega_\Theta dA_x\]

Radiance $L$:

Radiometic quantities’ relationship

Radiometric quantities vary with wavelength, and is perception independent.

Radiance is invariant along straight paths (assuming no medium), and sensors are sensitive to radiance. Together these explain why color/brightness of an object seems to not change with distance.

Example: Diffuse emitter

Emits equal radiance $L$ in all directions.

\[\begin{aligned} B(x) &= \int_\Omega L(x \rightarrow \Theta) \cos \theta d \omega_\Theta\\ &= L \int_\Omega \cos \theta d \omega_\Theta \quad \text{(L is constant.)}\\ &= L \int_{\theta = 0}^{\pi/2} \int_{\phi = 0}^{2\pi} \cos \theta \sin \theta d\theta d\phi \\ & \text{(longitudinal $\theta$, latitudinal (equatorial) $\phi$.)}\\ &= \textcolor{red}{L\pi} \end{aligned}\]

Bidirectional Reflection Distribution Function (BDRF)

Describes the amount of incident light reflected in exitant direction.

BRDF = Outgoing radiance $L$ $\div$ Incoming irradiance $E$

\[\text{BRDF}, f_r (x, \Psi \rightarrow \Theta) = \frac{dL(x \rightarrow \Theta)}{dE(x \leftarrow \Psi)}\\ = \frac{dL(x \rightarrow \Theta)}{L(x \leftarrow \Psi)(N_x \cdot \Psi) d\omega_\Psi}\]

$\Psi$ is incident/incoming light source direction, $\Theta$ is outgoing light.

Implications:

Assumptions:

Range: Any non-negative value

Dimensionality: 4D (incoming and outgoing each contribute two dimensions)

The requirements for physically feasible BRDF are below:

Note about $R$: Occasionally the reflection ray $R = 2(N \cdot \Psi)N - \Psi$ would be included the BRDF. Remember to expand and replace all relevant values.

Helmholtz reciprocity

BRDF is symmetric.

\[f(x, \Psi \rightarrow \Theta) = f(x, \Psi \leftarrow \Theta)\]

Energy conservation

Total power reflected in all directions must be equal to or less than incident power.

\[\int_\Omega f_r(x, \Psi \rightarrow \Theta)(N_x \cdot \Theta)d_\omega \le 1\]

Isotropic

If the BRDF is independent of the incident light $\Psi$’s azimuth angle, it would not include any angle formed by $\Psi$ and any fixed vector (e.g. the tangent of a hair strand.)

Cook Torrance model cannot represent anisotropic (not isotropic) models.

Example BRDFs

  1. Diffuse surface/reflector
    1. $f_x(\Psi \rightarrow \Theta) = \frac{k_d}{\pi}$
    2. $k_d$ diffuse reflectance (aka albedo)
  2. Perfect mirror reflector
    1. BRDF is 0 in all directions except
    2. Reflected direction (infinite)
    3. $\int_\Omega f_r(x\Psi \rightarrow \Theta)(N_x \cdot \Theta)d_\omega = 1$

Example shading models

Lambertian shading model

\[f_r(x, \Psi \leftirhgtarrow \Theta) = \frac{k_d}{\pi}\]

Phong model

\[f_r(x, \Psi \leftright \Theta) = k_s \frac{n+8}{8\pi}(R\cdot \Theta)^n + \frac{k_d}{\pi}\]

Blinn-Phong model

\[f_r(x, \Psi \leftright \Theta) = k_s \frac{n+8}{8\pi}(\textcolor{red}{N \cdot H})^n + \frac{k_d}{\pi}\]

Phong model limitations

Objects have a plastic-like appearance (diffuse surface + lacquered)

Cannot simulate metallic appearance, where intensity and color of the specular highlights depends on angle of incoming light.

No fresnel effects

Metallic surface

The thinner the lobe, the closer to perfect mirror reflection we have, which implies more shininess.

This demonstrates the difference in BRDF when it comes to different wavelengths of light.

Off specular reflection: the highest intensity may not be at the reflection angle.

Fresnel Equation

The ratio of reflected to transmitted light energy:

\[F = \frac{1}{2} \left( \frac{\sin^2(\phi - \theta)}{\sin^2(\phi + \theta)} + \frac{\tan^2(\phi - \theta)}{\tan^2(\phi + \theta)} \right)\]

Schlick’s Approximation

\[F = f + (1 - f) (1 - L \cdot N)^5\]

where $f = \frac{(1 - n_1/n_2)^2}{(1 + n_1/n_2)^2}$

Cook-Torrance Reflection Model

Only models the specular component (which is added to the normally computed diffuse model.)

\[f_r(x,\Psi \leftrightarrow \Theta) = \frac{D(\alpha)GF}{(N\cdot\Psi)(N\cdot\Theta)\pi} + \frac{k_d}{\pi}\]

$D(\alpha)$: Micro-geometry term

\[D(\alpha) = ke^{-(\alpha/m)^2}\]

$G$: Shadowing/Masking term

\[G = \min{1, G_s, G_m}\]

$F$: Fresnel term (see above)

$1/(N \cdot V)$ to account for glare.

Isotropic

(See above) Independent of azimuthal (equatorial) angle $\phi$.

\[f_r(x, (\theta_i, \phi_i) \leftrightarrow (\theta_o, \phi_o)) = f_r(x, (\theta_i, 0) \leftrightarrow (\theta_o, \phi_o - \phi_i))\]