cs781 - Colour for Computer Graphics - Winter 2012
Course Notes
Lecture 14 - Reflectance
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- Projects
Surface Reflectances
Smooth Surfaces
Surface reflectance
- For smooth surfaces the surface reflectance is mirror-like.
- Amount reflected versus amount transmitted is a function of the complex
index of refraction
- Real part of the index of refraction determines the wavelength of
light
- Complex part of the index of refraction determines the surface
penetration of light into metallic surfaces.
Rough Surfaces
Random roughness
Surface is well-modelled as a collection of small flat surfaces oriented
in random directions
- Statistical regularities exist in the BRDF, but because of
self-occlusion they are not simply related to the statistics of the
surface
- In a certain model of roughness the surface reflection can even be
Lambertian.
Structured roughness
Some of the most interesting BRDF effects are the result of structured
roughness
- grooves on CD
- scratched plastic
Between Rough and Smooth
Surface Gloss
Body Reflectance
- just like selective absorption
- doesn't come out at the same place: Why doesn't it matter?
- edges of a surface
Multiple interaction with pigment
- Encounters with two identical pigment particles.
- Encounters with two different pigment particles.
Lambertian reflectance
Lambert 1728-1777
Consider a small circular hole in the surface and ask how much light comes
through it in different directions
- Assume light direction is completely randomized
- The directional factor is the cosine zenith angle
The luminance of light in any direction is constant.
When the volume immediately below the surface has spatial structure, the
direction of light re-emitted through the surface is not necessarily
isotropic.
The Moon
- What would the full moon look like if its surface were Lambertian?
- What does the full moon actually look like?
Colour Mixing in Body Reflectance
Paint is the usual example, but there are others
- Fruit ripening
- Leaves turning colour in the fall
- Colour of human skin
Kubelka-Munk colour mixing model
- Infinitesimally thin layers, thickness proportional to the density of
the pigment
- One set of layers for each pigment
- Use reflection/refraction plus Beer's law
- Solve in equilibrium at the boundaries between layers
- Infinite depth
- White underlayer
- Black underlayer
Engineering model
- We don't use densities, reflection/refraction coefficients, etc
calculated from physics.
- We get humans to say whether colours look the same or not, and by how
much they differ, and find the best coefficients.
Recall difference between
- blind surgery -- calculate like paint -- and
computer-animated movies -- let the artist play with coefficients
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