hanrahan.ppt
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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]
Description of
Reflection/Transmission
Reflected Radiance
Transmission through layered OR thin
materials
Layer 1
d
Li
i
Lr,s
r
Lr,v
r
Layer 2
Layer 3
t
Lri
t
Lt,v
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
i r
Lr,v
L
r
i
Layer 1
d
Layer 2
Layer 3
t
Lri
t
Lt,v
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
Lr,s
i r
Lr,v
L
r
i
Layer 1
d
Layer 2
Layer 3
t
Lri
t
Lt,v
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,v or 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
Results - Leaves
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