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pigmented colorants: dependence on media and time - Cornell ...

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have been developed since the 1970s <strong>and</strong> are built into graphics hardware today.<br />

While these models are adequate in simulating some materials, they are typically<br />

unable to capture the subtle effects that distinguish most materials. As a result,<br />

more sophisticated models have been developed over the years to simulate light<br />

reflecti<strong>on</strong>s.<br />

4.2.1 Subsurface scattering theory<br />

When the flow of light hits an object, the energy is partly transmitted or absorbed<br />

into the material <strong>and</strong> partly scattered back into the envir<strong>on</strong>ment. The amount<br />

scattered light <strong>and</strong> its directi<strong>on</strong>al distributi<strong>on</strong> depend <strong>on</strong> the material’s surface<br />

properties. In Chapter 2, it was noted that the bidirecti<strong>on</strong>al reflectance distributi<strong>on</strong><br />

functi<strong>on</strong> (BRDF) describes a material’s resp<strong>on</strong>se to incoming light as it is reflected<br />

toward a viewer. The BRDF fo is defined as the exitant radiance in a directi<strong>on</strong><br />

per incident radiance from a directi<strong>on</strong> per unit projected solid angle. That is,<br />

The reflected radiance Lo in directi<strong>on</strong> ωo is then<br />

<br />

Lo(ωo) =<br />

95<br />

fo(ωi, ωo) = Lo<br />

/µ(Ωi) (4.1)<br />

H 2<br />

Li<br />

fo(ωi, ωo)Li(ωi)dµ(ωi) (4.2)<br />

However, the BRDF is <strong>on</strong>ly an approximati<strong>on</strong> to the more general bidirecti<strong>on</strong>al<br />

subsurface scattering distributi<strong>on</strong> functi<strong>on</strong> (BSSRDF). In the case of the BRDF, it<br />

is assumed that light striking a surface locati<strong>on</strong> is reflected at that same locati<strong>on</strong>.<br />

While this may be the case for many materials (as in metals), light arriving at<br />

the surface of most materials enters <strong>and</strong> then scatters inside before leaving at a

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