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Physically Based Shading - Realtime Rendering CH9
1.
ITM-4B A0661106 Realtime Rendering
CH9 PhysicallyBasedShading
2.
Let the form
of an object be what it may, —light, shade, and perspective will always make it beautiful. — John Constable
3.
Realtime Rendering CH9 Light Shading
Process Shading Model Material Blending 1 2 3 4 5 PhysicallyBasedShading
4.
PhysicallyBasedShading Light 1 2 3 4 5 Light l
5.
PhysicallyBasedShading Light 1 2 3 4 5 Light l Light t Monochromatic Polychromatic
6.
Light 1 2 3 4 5 Light l Light t Monochromatic Polychromatic PhysicallyBasedShading
7.
PhysicallyBasedShading Light 1 2 3 4 5 Light t Polychromatic
8.
PhysicallyBasedShading Light 1 2 3 4 5 Light Monochromatic
9.
PhysicallyBasedShading Light 1 2 3 4 5 Light t Polychromatic Light Monochromatic l
10.
Light Unpolarized PhysicallyBasedShading Light 1 2 3 4 5 t Linearly Polarized l ? Light Polarized
11.
Light 1 2 3 4 5 Light is modeled as
an Electromagnetic Transverse Wave K E B PhysicallyBasedShading
12.
K PhysicallyBasedShading Light 1 2 3 4 5 λ Wavelength λ Electric Field Magnetic Field E B Magnetic
Vector B Electric Vector E Energy Transfer Direction Light is modeled as an Electromagnetic Transverse Wave
13.
K PhysicallyBasedShading Light 1 2 3 4 5 λ Wavelength λ Electric Field Magnetic Field E B Electric
Vector E Magnetic Vector B Energy Transfer Direction Light waves carry Energy
14.
PhysicallyBasedShading Light 1 2 3 4 5 E Light waves carry
Energy
15.
PhysicallyBasedShading Light 1 2 3 4 5 Light waves carry
Energy Frequency Wavelength Light Speed Period Angular Frequency Wavenumber Refractive Index
16.
PhysicallyBasedShading Light 1 2 3 4 5 Light waves carry
Energy Frequency Wavelength Light Speed Period Angular Frequency Wavenumber Refractive Index Wave Impedance Irradiance Time Spatial Position
17.
Linearly Polarized Light Unpolarized PhysicallyBasedShading Light 1 2 3 4 5 tl ! Light Polarized
18.
PhysicallyBasedShading Light 1 2 3 4 5 Polarization t Light Polarized
19.
PhysicallyBasedShading Light 1 2 3 4 5 Polarization Light Unpolarized tl Light Polarized
20.
PhysicallyBasedShading Light 1 2 3 4 5 Polarization Light Unpolarized tl Light Polarized
21.
PhysicallyBasedShading Light 1 2 3 4 5 Linearly Combined
22.
PhysicallyBasedShading Light 1 2 3 4 5 a n Constructive Interference Destructive
Interference Incoherent Addition Linearly Combined
23.
PhysicallyBasedShading Light 1 2 3 4 5 Linearly Combined
24.
PhysicallyBasedShading Light 1 2 3 4 5 Linearly Combined
25.
Particles PhysicallyBasedShading Light 1 2 3 4 5
26.
a n Particles PhysicallyBasedShading Light 1 2 3 4 5
27.
Medias PhysicallyBasedShading Light 1 2 3 4 5 Increasing Absorption Increasing Scattering
28.
Surfaces PhysicallyBasedShading Light 1 2 3 4 5 Surface A Surface B λa λb na nb Reflection R e f r a c t i o n θa θb θa λa
29.
θb Surfaces PhysicallyBasedShading Light 1 2 3 4 5 λa = λb na nb = na nb θa sin( ) sin(
) Surface A Surface B λa λb na nb Reflection R e f r a c t i o n θa θb θa λa
30.
Surfaces PhysicallyBasedShading Light 1 2 3 4 5
31.
Surface Scattering PhysicallyBasedShading Light 1 2 3 4 5 Reflection Surface A Surface
B R e f r a c t i o n
32.
Surface Scattering PhysicallyBasedShading Light 1 2 3 4 5 Reflection Surface A Surface
B R e f r a c t i o n Reflections Surface A Surface B Refractions
33.
Surface A Surface B Surface
Scattering PhysicallyBasedShading Light 1 2 3 4 5 Reflections Refractions
34.
Surface A Surface B Subsurface
Scattering PhysicallyBasedShading Light 1 2 3 4 5 Reflections Refractions Surface A Surface B
35.
PhysicallyBasedShading Light 1 2 3 4 5 Diffuse Specular Subsurface Scattering
36.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Pinhole Camera Radiance View Ray Camera
Position
37.
BRDF Re f lectance Bidirectional Function Distribution Re f lectance Bidirectional Function Distribution Shading Process 1 2 3 4 5 PhysicallyBasedShading
38.
Re f lectance Bidirectional Function Distribution PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF Re f lectance Bidirectional Function Distribution
39.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF Diffuse Mirror Glossy
40.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View Ray Vector v Light
Vector l Camera C Radiance View Ray Camera Position
41.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View Ray Vector v Light
Vector l Camera C Radiance View Ray Camera Position Radiance Intersection Point p
42.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Radiance View Ray Camera Position
Radiance Intersection Point BRDF l View Ray Vector v Light Vector l Camera C p
43.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View Ray Vector v Camera C Light
Vector l Surface Normal n Incident Light Reflected Light Irradiance Radiance
44.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View Ray Vector v Camera C Light
Vector l Surface Normal n Incident Light Reflected Light Irradiance Radiance I : Prevent case which under the surface II : Helmholtz Reciprocity III : Conservation of Energy
45.
Incident Light Reflected Light Irradiance Radiance l Light Vector l Camera C p PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View
Ray Vector v Camera C Light Vector l Surface Normal n Radiance View Ray Camera Position Radiance Intersection Point
46.
Incident Light Reflected Light Irradiance Radiance l Light Vector l Camera C p PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View
Ray Vector v Camera C Light Vector l Surface Normal n Radiance View Ray Camera Position Radiance Intersection Point Reflectance Equation
47.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF l View Ray Vector v Camera C Light
Vector l Surface Normal n Radiance Intersection Point
48.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF View Ray Vector v Light
Vector l Surface Normal n Tangent Normal t Radiance Intersection Point Input Radiance i Output Radiance o Output Vector o Input Vector i
49.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF Surface Normal n Tangent Normal t Radiance Intersection
Point Input Radiance i Output Radiance o Output Vector o Input Vector i θi θo ϕo ϕi
50.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF Surface Normal n Tangent Normal t Radiance Intersection
Point Input Radiance i Output Radiance o Output Vector o ϕi ϕo Input Vector i θi θo
51.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF Surface Normal n Tangent Normal t Radiance Intersection
Point Input Radiance i Output Radiance o Output Vector o ϕi ϕo Input Vector i θi θo BRDF
52.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Directional-Hemispherical Re f lectance Tangent Normal t Input
Radiance i Output Radiance o Output Vector o ϕi ϕo Input Vector i θi θo
53.
PhysicallyBasedShading Shading Process 1 2 3 4 5 l View Ray Vector v Camera C Light
Vector l Surface Normal n Radiance Intersection Point Directional-Hemispherical Re f lectance
54.
PhysicallyBasedShading Shading Process 1 2 3 4 5 l View Ray Vector v Camera C Light
Vector l Surface Normal n Directional-Hemispherical Re f lectance Reflectance Equation
55.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Directional-Hemispherical Re f lectance Hemispherical-Directional Re f lectance View
Ray Entire Hemisphere
56.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Hemispherical-Directional Re f lectance Entire Hemisphere
57.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Lambertian BRDF
58.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Lambertian BRDF
59.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Lambertian BRDF Subsurface Albedo
60.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Lambertian BRDF
61.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Lambertian BRDF
62.
PhysicallyBasedShading Shading Process 1 2 3 4 5 BRDF
63.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Illumination
64.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Illumination Light Vector Light
Color
65.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Illumination Light Vector Light
Color Prevent Negative
66.
PhysicallyBasedShading Shading Process 1 2 3 4 5 Illumination
67.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Surface A Surface
B Surface Normal n Light Normal l n ∙ l l′  ri 2(n ∙ l)n
68.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Surface A Surface
B Surface Normal n Light Normal l n ∙ l l′  ri 2(n ∙ l)n ri = 2(n ∙ l)n − l
69.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance ri =
2(n ∙ l)n − l
70.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Glass Metal
71.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance
72.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance
73.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Recursive Process
74.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Recursive Process
75.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Distinct of
Colors Surface Normal n elll
76.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Without Fresnel
Reflectance With Fresnel Reflectance Comparison
77.
na Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 External Reflectance Surface A Surface B λa λb na nb Reflection R e f r a c t i o n θi θb θr λa nb > Incident F(θi)
78.
PhysicallyBasedShading Shading Model 1 2 3 4 5 F(θi) Fresnel Re f lectance External Reflectance F(0∘ )
F(90∘ ) Surface Normal n Incident i Normal Incidence
79.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance External Reflectance F(θi)
F(n, l) ≈ F0 + (1 − F0)(1 − (n ∙ l)+ )5 - >
80.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Glass Copper
Aluminum External Reflectance
81.
Fresnel Re f lectance 75° PhysicallyBasedShading Shading Model 1 2 3 4 5 75° 75° Glass
Copper Aluminum External Reflectance θi sin(θi)
82.
sin(θi) Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 75° 75°
75° sin(θi) External Reflectance
83.
Foreshortened Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 e View Ray
Vector v Surface Normal n1 Surface Normal n2 θ1 θ2 sin(θ1) sin(θ2)
84.
Dielectric Materials &
Values Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 F(0∘ )
85.
Metal Materials &
Values Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 F(0∘ )
86.
Substance Materials &
Values Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 F(0∘ )
87.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Water F0 = ( n1
− n2 n1 + n2 ) 2
88.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Water F(0∘ ) Dielectric Substance Metal
89.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Parameterizing F(0) - > Specular Diffuse ρss - >
90.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Parameterizing F(0) - > Specular Diffuse ρss - > Color
Csurf - > Not Matel Matel 1 0 m
91.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Parameterizing F(0) - > Specular Diffuse ρss - > Color
Csurf - > m Not Matel Matel 1 0 #000000
92.
Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Parameterizing Specular Diffuse Color m Not Matel
Matel 1 0 Dielectric F(0) - > ρss - > Csurf - >
93.
na Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 External Reflectance Surface A Surface B λa λb na nb Reflection R e f r a c t i o n θi θb θr λa nb > Incident F(θi)
94.
na Fresnel Re f lectance PhysicallyBasedShading Shading Model 1 2 3 4 5 Internal Reflectance Surface A Surface B λa λb na nb R e f l e c t i o n Refraction θi θb θr nb Incident F(θi) λa >
95.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Internal Reflectance
96.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Fresnel Re f lectance Internal Reflectance sin(θc)
= n1 n2 = ( 1 − F0 1 + F0 ) 2
97.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microgeometry
98.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microgeometry
99.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microgeometry Shadowed Diffuse Masking
100.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microgeometry
101.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microgeometry Retroreflection
102.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microgeometry Retroreflection
103.
PhysicallyBasedShading Shading Model 1 2 3 4 5 Microfacet Theory NDF
104.
NDF PhysicallyBasedShading Shading Model 1 2 3 4 5 Normal Distribution Function
105.
PhysicallyBasedShading Shading Model 1 2 3 4 5 NDF D(m) Microfacet Normals
106.
PhysicallyBasedShading Shading Model 1 2 3 4 5 NDF ∫m∈Θ D(m)(n ∙ m)dm Microfacet Normals D(m) Surface
Normal n View Ray Vector v Surface Normal n
107.
PhysicallyBasedShading Shading Model 1 2 3 4 5 NDF ∫m∈Θ D(m)(n ∙ m)dm Microfacet Normals D(m)
= 1 Surface Normal n View Ray Vector v Surface Normal n
108.
PhysicallyBasedShading Shading Model 1 2 3 4 5 NDF ∫m∈Θ D(m)(n ∙ m)dm Microfacet Normals D(m)
= v ∙ n Surface Normal n View Ray Vector v Surface Normal n (n ∙ m) ∫m∈Θ
109.
PhysicallyBasedShading Shading Model 1 2 3 4 5 NDF View Ray Vector v Surface
Normal n Masking Function ∫m∈Θ = v ∙ n Distribution of Visible Normals (n ∙ m) D(m) G1(m, v)
110.
PhysicallyBasedShading Shading Model 1 2 3 4 5 NDF G1(m, v) = χ+ (m
∙ v) 1 + Λ(v) χ+ (x) = { 1, where x > 0, 0, where x ≤ 0. Positive Characteristic Function Masking Function
111.
PhysicallyBasedShading Shading Model 1 2 3 4 5 micro-BRDF Lo(l, v) = ∫l∈Ω fr(l,
v)Li(l)(n ∙ l)dl BRDF BRDF fr(l, v) = ∫m∈Ω fμ(l, v, m)G2(l, v, m)D(m) (m ∙ l)+ |n ∙ l| (m ∙ v)+ |n ∙ v| dm micro-BRDF Joint Masking-Shadowing Function
112.
Masking Function PhysicallyBasedShading Shading Model 1 2 3 4 5 micro-BRDF BRDF fr(l, v) = ∫m∈Ω fμ(l,
v, m)G2(l, v, m)D(m) (m ∙ l)+ |n ∙ l| (m ∙ v)+ |n ∙ v| dm micro-BRDF Joint Masking-Shadowing Function G2(l, v, m) = G1(v ∙ m)G1(l ∙ m)
113.
PhysicallyBasedShading Shading Model 1 2 3 4 5 micro-BRDF
114.
PhysicallyBasedShading Material 3 4 5 1 2 BRDF Models for
Surface Re f lection Light Vector l Half Vector h View Ray Vector v le αh αh micro-BRDF
115.
PhysicallyBasedShading Material 3 4 5 1 2 fspec(l, v) = F(h,
l)G2(l, v, h)D(h) 4|n ∙ l||n ∙ v| BRDF Models for Surface Re f lection
116.
PhysicallyBasedShading Material 3 4 5 1 2 BRDF Models
117.
PhysicallyBasedShading Material 3 4 5 1 2 Isotropic NDF
118.
PhysicallyBasedShading Material 3 4 5 1 2 Beckmann NDF D(m) = χi (n
∙ m) πα2 b(n ∙ m)4 exp ( (n ∙ m)2 − 1 a2 b(n ∙ m)2 )
119.
PhysicallyBasedShading Blending 4 5 3 1 2
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