CS488 - Introduction to Computer Graphics - Lecture 31
Comments and Questions
Review
- Partitioned rendering
- Texture, etc. mapping
- Final proposal on Friday
(Un)natural Phenomena at Surfaces
Fresnel Reflection (See also.)
How does reflection actually work?
The key concept is the index of refraction
- measure of the speed of light in a substance
- speed of light determines refraction and reflection angles
(drawing)
- note that it's the angle to the surface that gives Snell's Law.
Reflected and refracted rays
- How much goes into each of the reflected and refracted rays?
- depends on indices of refraction
- How?
- You don't want to know... unless you do!
Discuss two approaches to modelling.
Brewster's Angle
- For `small enough' angles the refracted light is zero
- Small enough depends on the index of refraction
Subsurface Scattering
Think about the Lambertian surface
A general formulation
- If light of wavelength \lambda enters at x, it emerges at x' with
probability R(x', x, \lambda)
- Therefore, light emerging at x' is \sum_x R(x', x, \lambda) L(x,
\lambda)
- Critical question
- How `wide' is R(x', x, \lambda)?
- This tells you when subsurface scattering will make a
difference.
Bidirectional Reflectance Function
BRDF as an example of partitioned rendering
Examples:
- Human skin
- Recently cut grass
Modelling
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