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Reflection from Layered Surfaces due to Subsurface Scattering. Pat Hanrahan Wolfgang Krueger SIGGRAPH 1993 Andrea Rowan March 2, 2001. Outline. Problem description Previous Work Reflection / Transmission formulas Results Successes / Problems Related Recent Work. Problem Description.
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Reflection from Layered Surfaces due to Subsurface Scattering Pat Hanrahan Wolfgang Krueger SIGGRAPH 1993 Andrea Rowan March 2, 2001
Outline • Problem description • Previous Work • Reflection / Transmission formulas • Results • Successes / Problems • Related Recent Work
Problem Description • Light scattering on a subsurface level
Problem Description • Realistically model layered materials • Skin, leaves • Snow, sand, paint, weathered stone • Model isotropic diffuse exiting radiance, proportional to surface irradiance • Subsurface scattering of light • Enter material Absorbed/Scattered Reflected
Previous Work • Anisotropic specular reflection on rough surfaces • Poulin et al.[24], Cabral et al.[5] • Reflection/Transmission through clouds of particles (Saturn’s rings) • Blinn, 1982 [2]
Lr,s Lr,v i r Li r Layer 1 d Layer 2 Layer 3 Lri Lt,v t t Description of Reflection/Transmission • Reflected Radiance • Transmission through layered OR thin materials
Lr,s Lr,v i r Li r Layer 1 d Layer 2 Layer 3 Lri Lt,v t t Description of Reflection Lr(r,r) = Lr,s(r,r) + Lr, v(r,r) Lr,s(r,r) = reflected radiance from surface scattering Lr,v(r,r) = reflected radiance due to volume or subsurface scattering
Lr,s Lr,v i r Li r Layer 1 d Layer 2 Layer 3 Lri Lt,v t t Description of Transmission Lt(t,t) = Lri(t,t) + Lt, v(t,t) Lri(t,t) = reduced intensity Lt,v(t,t) = transmitted radiance due to volume or subsurface scattering
Bidirectional R/T Distribution Function (BRDF, BTDF) fr =Differential reflected radiance (outgoing) Differential incident irradiance (incoming) ft =Differential transmitted radiance (outgoing) Differential incident irradiance (incoming)
Fresnel coefficients • Amount of light reflected/transmitted affected by: • angle of incidence • each other (R = 1 - T) • material properties • Number of layer crossings • fr = R fr,s + T fr,vor fr = R fr,s + (1-R) fr,v • Reflection from subsurface scattering is high when R is low (R low T high)
Material Properties n - index of refraction a - absorption cross-section s - scattering cross-section s/(s+a) - albedo - fraction of scattered radiation d - depth or thickness
Material Properties (cnt’d) p(cos j) - phase function, directional scattering from light on a particle - size of particles - form of particles - orientation of particles - dielectric properties of particles - wavelength of light
Material Properties (cnt’d) Henyey-Greenstein formula pHG(cos j) = 1 1-g2 4 (1 + g2 - 2gcosj)3/2 g - mean cosine or phase function (because particles of different sizes have different phase functions) j = angle between incoming/outgoing direction
Material Properties (cnt’d) • Materials described macroscopically as averages of microscopic properties • Randomness of materials’ properties addressed with random noise function
Light Transport Theory • Approximation to Electromagnetic Scattering Theory • Change in radiance along a particular infinitesimal direction ds contains 2 terms: • Radiance decreases from absorption / scattering • Light scattered in the direction of ds from all other directions
Light Transport Theory (cnt’d) For a detailed explanation of formulas / integration methods, see: “Reflection from Layered Surfaces Due to Subsurface Scattering”
Light Transport Theory (cnt’d) General conclusions: • Reflection increases as d increases, but transmission due to scattering reaches a max. • Subsurface reflection/transmission can be predominately backward or forward • Angle of incidence becomes more glancing, surface scattering dominates
Light Transport Theory (cnt’d) General conclusions: • Reflection goes to zero on horizons (Fresnel effect) • Distributions vary as a function of reflection direction (Lambert’s law predicts constant reflection in all directions)
Monte Carlo Algorithm • Approximation of integral techniques • Send light to random locations, and estimate average total reflection for regions
Results - Skin • Outer layer of oil • Outer epidermis - randomly sized tissue particles, imbedded pigment particles (melanin) • inner dermis - weakly absorbing, strongly scattering tissue and blood • Significant forward scattering
Results - Skin • Fresnel factors (reflection on horizon0)
Results - Skin • Seeliger’s law - little shading variation
Results - Skin • Finite layer depth
Results - Skin • Henyey-Greenstein phase function (g=-.25)
Results - Skin • Large forward scattering
Results - Skin • All five factors combined
Results - Skin • Rendering time - 20s on Silicon Graphics Personal Iris
Results - Leaves • Layers of typical leaf: Waxy Layer Epidermis Palisade Spongy Epidermis
Results - Leaves • Reflection largely determined by specular reflection from waxy stem • Veins absorb light (cast shadows) • Leaves are brighter when backlit
Successes • Scientifically-based model • Framework for range of applications • Good groundwork for other research (i.e. weathered stone!)
Problems • Doesn’t look *that* much better than simple Lambertian lighting • Results are not compared to the real world
Related Recent Work • Stanford University, Elena Vileshin • Backlit leaves using Hanrahan’s algorithm