Surface Appearance
sensor
source
normal
surface
element
incident
direction
( i , i )
y
viewing
direction
( r , r )
normal
surface
element
Lsurface( r , r )
BRDF : f
( i , i ; r , r )
( r , r )
Lsurface( r , r )
E surface( i , i )
incident
direction
( i , i )
viewing
direction
( r , r )
normal
surface
element
x
Rotational Symmetry:
Appearance does not change when surface is rotated about the normal.
BRDF is only a function of 3 variables :
f ( i , r , i r )
f (i , i ; r , r )
f ( r , r ; i , i )
surface
reflection
body
reflection
surface
Body Reflection:
Diffuse Reflection
Matte Appearance
Non-Homogeneous Medium
Clay, paper, etc
Surface Reflection:
Specular Reflection
Glossy Appearance
Highlights
Dominant for Metals
Surface Reflection:
Specular Reflection
Glossy Appearance
Highlights
Dominant for Metals
normal
viewing
direction
surface
element
Surface Radiance :
f ( i , i ; r , r )
d
L
I cos i
d
I n.s
v)
source intensity
albedo
incident
direction
( i , i )
normal
specular/mirror
direction
r ( r , r )
n
viewing
direction
surface
element
v ( v , v )
f (i , i ; v , v ) s (i v ) (i v )
Surface Radiance :
L I s (i v ) (i v )
Glossy Surfaces
Delta Function too harsh a BRDF model
(valid only for highly polished mirrors and metals).
Many glossy surfaces show broader highlights in addition to mirror reflection.
Surfaces are not perfectly smooth they show micro-surface geometry (roughness).
Example Models : Phong model
Torrance Sparrow model
Roughness
N
-S
N H
R
E
L I s ( R.E )
R S 2( N .S ) N
nshiny
Phong Model
L I s ( N .H )
H (E S ) / 2
nshiny
Blinn-Phong Model
Phong Examples
These spheres illustrate the Phong model as lighting direction and
nshiny are varied:
Actual Vase
Lambertian Vase
Lambertian model
Valid for only SMOOTH MATTE surfaces.
Bad for ROUGH MATTE surfaces.
Color of Source
(Specular reflection)
Does not specify any specific model for
Diffuse/specular reflection
G
Color of Surface
(Diffuse/Body Reflection)