English feliratok

← BRDF - Interactive 3D Graphics

Beágyazókód kérése
2 Languages

Showing Revision 2 created 05/24/2016 by Udacity Robot.

  1. I want to give you a taste of how materials can be represented in a more
  2. general way. You'll also learn a great term to impress your friends and
  3. confound your enemies. Think about a surface and how it reflects light. The two
  4. variables we use are the light's incoming direction and the amount of light
  5. reflecting towards the eye. So at it's simplest, a material can be represented
  6. by this function,given a light and eye direction, give back an intensity. This
  7. function is called the BRDF which stands for Bidirectional Reflectance
  8. Distribution Function. Let's look at that phrase. First, it's a function. The
  9. inputs are the light and the eye. The function depends on two directions so
  10. it's bidirectional. These directions are normally given with respect to the
  11. surface itself, that is, each vector is often given as two numbers, the
  12. altitude angle and the azimuth. The altitude is the angle away from the normal,
  13. and the azimuth is the angle of the vector when projected onto the plain. The
  14. phrase reflectance distribution means how the light is spread. One simple
  15. example is a perfect mirror. The reflectance distribution in this case is that
  16. when the eyes direction is exactly equal to the lights reflection direction,
  17. all light is reflected towards the eye. Every other eye direction gets no
  18. light. Another basic distribution is diffuse reflection. For some given
  19. incoming light direction, the direction to the eye doesn't matter. That's the
  20. definition of diffuse reflection. Since this value is constant, diffuse is then
  21. represented by the surface of a hemisphere. Specular highlights are represented
  22. by lobes. This distribution represents a glossy surface, where light is
  23. reflected in a general direction. The lights direction determines where most of
  24. the lights energy is reflected. If the load gets wider, the specular
  25. reflections spreads out. Written this way, our BRDF needs four numbers, two for
  26. the light and two for the eye. But if you think about it, most materials really
  27. only need three. These two altitude angles and this azimuth between them. For
  28. example if you put a sheet of paper on a table top and rotate it. Both the
  29. light azimuth and eye azimuth angles change with respect to the paper, but the
  30. angle between the two remains the same. Most materials are fine with three
  31. numbers.