Grafikprogrammierung
Licht und Materialien
Thorsten Thormählen
12. Dezember 2022
Teil 10, Kapitel 1
Thorsten Thormählen
12. Dezember 2022
Teil 10, Kapitel 1
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Typ | Schriftart | Beispiele |
---|---|---|
Variablen (Skalare) | kursiv | $a, b, x, y$ |
Funktionen | aufrecht | $\mathrm{f}, \mathrm{g}(x), \mathrm{max}(x)$ |
Vektoren | fett, Elemente zeilenweise | $\mathbf{a}, \mathbf{b}= \begin{pmatrix}x\\y\end{pmatrix} = (x, y)^\top,$ $\mathbf{B}=(x, y, z)^\top$ |
Matrizen | Schreibmaschine | $\mathtt{A}, \mathtt{B}= \begin{bmatrix}a & b\\c & d\end{bmatrix}$ |
Mengen | kalligrafisch | $\mathcal{A}, \{a, b\} \in \mathcal{B}$ |
Zahlenbereiche, Koordinatenräume | doppelt gestrichen | $\mathbb{N}, \mathbb{Z}, \mathbb{R}^2, \mathbb{R}^3$ |
Symbol | Bedeutung |
---|---|
$\Omega$ | Raumwinkel |
$\theta$ | Polarwinkel im Kugelkoordinatensystem |
$\phi$ | Azimutwinkel im Kugelkoordinatensystem |
$\Phi$ | Strahlungsfluss |
$I$ | Strahlstärke |
$E$ | Bestrahlungsstärke |
$L$ | Strahldichte |
$\mathrm{f}_r$ | BRDF (Bidirectional Reflection Distribution Function) |
$\mathrm{f}_d$ | Diffuser Anteil der BRDF |
$\mathrm{f}_s$ | Spekularer Anteil der BRDF |
Symbol | Bedeutung |
---|---|
$\mathbf{n}$ | Oberflächennormale |
$\mathbf{v}$ | Einheitsvektor in Sichtrichtung |
$\mathbf{l}$ | Einheitsvektor in Richtung der Lichtquelle |
$\eta$ | Brechungsindex |
$F$ | Fresnel Reflexionsgrad |
$\mathbf{h}$ | Winkelhalbierende (halfway-vector) zwischen Licht- und Sichtrichtung |
$(\dots)_+$ | Rampenfunktion |
$\langle \mathbf{a}\cdot \mathbf{b}\rangle$ | Skalarprodukt |
$\lambda$ | Wellenlänge |
Beim Menschen gibt es zwei Systeme von Lichtsinneszellen:
(Rot, Grün, Blau) | Farbe |
---|---|
(1.0, 0.0, 0.0) | |
(0.0, 1.0, 0.0) | |
(0.0, 0.0, 1.0) | |
(1.0, 1.0, 0.0) | |
(1.0, 0.0, 1.0) | |
(0.0, 1.0, 1.0) | |
(0.0, 0.0, 0.0) | |
(0.5, 0.5, 0.5) | |
(1.0, 1.0, 1.0) | |
(0.2, 0.4, 0.0) | |
(0.8, 0.2, 0.3) |
$\Omega = \int\limits_{\omega}d\omega = \frac{S}{r^2}$
$\Omega = \int\limits_{\omega}d\omega = \int\limits_{\omega}d\theta(\sin \theta \, d\phi)= \int\limits_{\phi}\int\limits_{\theta}\sin \theta \, d\theta \, d\phi$
$\Phi = \frac{dQ}{dt} \approx \frac{\Delta Q}{\Delta t}$
$E = \frac{d\Phi}{dA} \approx \frac{\Delta \Phi}{\Delta A}$
$L = \frac{d^2\Phi}{d\omega\, \cos(\theta) \,dA} \approx \frac{\Delta \Phi}{\Delta \omega\, \cos(\theta) \,\Delta A}$
$L_o(\mathbf{v}) = L_e(\mathbf{v}) + \int\limits_\Omega \mathrm{f}_r(\mathbf{v}, \mathbf{l})\, \, \underbrace{L_i(\mathbf{l}) \cos(\theta) \, d\omega}_{dE(\mathbf{l})}$
$\mathrm{f}_r(\mathbf{v}, \mathbf{l}) = \frac{ dL_o(\mathbf{v})} { dE(\mathbf{l})} $
reflect
zur Verfügung
vec3 reflectDir = reflect(-lightDir, normal);
$\mathbf{l}$ $\mathbf{v}$ $k_d$ $k_s$ $n_s$
x = max(x, 0.0);
$\mathbf{l}$ $\mathbf{v}$ $k_d$ $k_s$ $n_s$
#version 140 in vec3 position; in vec2 texcoord; in vec3 normal; uniform mat4 projection; uniform mat4 modelview; uniform mat4 normalMat; out vec2 tc; out vec3 fn; out vec3 vertPos; void main(){ tc = texcoord; fn = vec3(normalMat * vec4(normal, 0.0)); vec4 vertPos4 = modelview * vec4(position, 1.0); vertPos = vec3(vertPos4) / vertPos4.w; gl_Position = projection * modelview * vec4(position, 1.0); }
#version 140 out vec4 outColor; in vec2 tc; in vec3 fn; in vec3 vertPos; uniform int mode; uniform vec3 lightDirection; const vec4 ambientColor = vec4(0.01, 0.0, 0.0, 1.0); const vec4 diffuseColor = vec4(0.25, 0.0, 0.0, 1.0); const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0); const float shininess = 20.0; const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); const float irradiPerp = 1.0; vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) { vec3 color = phongDiffuseCol; vec3 reflectDir = reflect(-lightDir, normal); float specDot = max(dot(reflectDir, viewDir), 0.0); color += pow(specDot, phongShininess) * phongSpecularCol; return color; } void main() { vec3 lightDir = normalize(-lightDirection); vec3 viewDir = normalize(-vertPos); vec3 n = normalize(fn); vec3 radiance = ambientColor.rgb; float irradiance = max(dot(lightDir, n), 0.0) * irradiPerp; if(irradiance > 0.0) { vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, shininess); radiance += brdf * irradiance * lightColor.rgb; } radiance = pow(radiance, vec3(1.0 / 2.2) ); // gamma correction outColor.rgb = radiance; outColor.a = 1.0; }
uniform
-Variable
übergeben werden (wie im vorangegangene Beispiel gezeigt)mat4 cameraProjection
die Transformation $\mathtt{A}$ vom Kamerakoordinatensystem in die Bildebene der Kameramat4 cameraLookAt
die Transformation $\mathtt{T}_{\mathrm{\small cam}}^{-1}$ vom Weltkoordinatensystem ins Kamerakoordinatensystemmat4 meshTransform
die Transformation $\mathtt{T}_{\mathrm{\small obj}}$ vom lokalen Koordinatensystem ins Weltkoordinatensystemmat4 meshTransformTransposedInverse
die Transformation $\mathtt{T}_{\mathrm{\small obj}}^{-\top}$ der Normalen ins Weltkoordinatensystem#version 140 in vec3 position; in vec2 texcoord; in vec3 normal; uniform mat4 cameraLookAt; uniform mat4 cameraProjection; uniform mat4 meshTransform; uniform mat4 meshTransformTransposedInverse; out vec2 tc; out vec3 wfn; out vec3 vertPos; void main(){ tc = texcoord; wfn = vec3(meshTransformTransposedInverse * vec4(normal, 0.0)); vec4 vertPos4 = meshTransform * vec4(position, 1.0); vertPos = vec3(vertPos4) / vertPos4.w; gl_Position = cameraProjection * cameraLookAt * vertPos4; }
#version 140 out vec4 outColor; in vec2 tc; in vec3 wfn; in vec3 vertPos; uniform int mode; uniform vec3 cameraPosition; const vec3 lightDirection = vec3(0.0, -1.0, -1.0); const vec4 ambientColor = vec4(0.01, 0.0, 0.0, 1.0); const vec4 diffuseColor = vec4(0.25, 0.0, 0.0, 1.0); const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0); const float shininess = 20.0; const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); const float irradiPerp = 1.0; vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) { vec3 color = phongDiffuseCol; vec3 reflectDir = reflect(-lightDir, normal); float specDot = max(dot(reflectDir, viewDir), 0.0); color += pow(specDot, phongShininess) * phongSpecularCol; return color; } void main() { vec3 lightDir = normalize(-lightDirection); vec3 viewDir = normalize(cameraPosition - vertPos); vec3 n = normalize(wfn); vec3 radiance = ambientColor.rgb; float irradiance = max(dot(lightDir, n), 0.0) * irradiPerp; if(irradiance > 0.0) { vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, shininess); radiance += brdf * irradiance * lightColor.rgb; } radiance = pow(radiance, vec3(1.0 / 2.2) ); // gamma correction outColor.rgb = radiance; outColor.a = 1.0; }
#define RECIPROCAL_PI 0.3183098861837907 #define RECIPROCAL_2PI 0.15915494309189535 vec3 modifiedPhongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) { vec3 color = phongDiffuseCol * RECIPROCAL_PI; vec3 reflectDir = reflect(-lightDir, normal); float specDot = max(dot(reflectDir, viewDir), 0.001); float normalization = (phongShininess + 2.0) * RECIPROCAL_2PI; color += pow(specDot, phongShininess) * normalization * phongSpecularCol; return color; }
$\mathbf{l}$ $\mathbf{v}$ $k_d$ $k_s$ $n_s$
vec3 blinnPhongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) { vec3 color = phongDiffuseCol; vec3 halfDir = normalize(viewDir + lightDir); float specDot = max(dot(halfDir, normal), 0.0); color += pow(specDot, phongShininess) * phongSpecularCol; return color; }
Material | Brechungsindex | $\mathrm{F}_0$ |
---|---|---|
Vakuum | 1,0 | 0% |
Luft | 1,000292 | ≈ 0% |
Wasser | 1,333 | 2% |
Glass | 1,5 | 4% |
Plastik | 1,5 bis 1,58 | 4% bis 5% |
Diamant | 2,42 | 17,24% |
Metall | $\mathrm{F}_0$ (Linear, Float) | $\mathrm{F}_0$ (sRGB, 8-bit) | Farbe |
---|---|---|---|
Titan | (0.542, 0.497, 0.449) | (194, 187, 179) | |
Chrom | (0.549, 0.556, 0.554) | (196, 197, 196) | |
Eisen | (0.562, 0.565, 0.578) | (198, 198, 200) | |
Nickel | (0.660, 0.609, 0.526) | (212, 205, 192) | |
Platin | (0.673, 0.637, 0.585) | (214, 209, 201) | |
Kupfer | (0.955, 0.638, 0.538) | (250, 209, 194) | |
Palladium | (0.733, 0.697, 0.652) | (222, 217, 211) | |
Zink | (0.664, 0.824, 0.850) | (213, 234, 237) | |
Gold | (1.022, 0.782, 0.344) | (255, 229, 158) | |
Aluminium | (0.913, 0.922, 0.924) | (245, 246, 246) | |
Silber | (0.972, 0.960, 0.915) | (252, 250, 245) |
vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } float D_GGX(float NoH, float roughness) { float alpha = roughness * roughness; float alpha2 = alpha * alpha; float NoH2 = NoH * NoH; float b = (NoH2 * (alpha2 - 1.0) + 1.0); return alpha2 / (PI * b * b); } float G1_GGX_Schlick(float NoV, float roughness) { //float r = roughness; // original float r = 0.5 + 0.5 * roughness; // Disney remapping float k = (r * r) / 2.0; float denom = NoV * (1.0 - k) + k; return max(NoV, 0.001) / denom; } float G_Smith(float NoV, float NoL, float roughness) { float g1_l = G1_GGX_Schlick(NoL, roughness); float g1_v = G1_GGX_Schlick(NoV, roughness); return g1_l * g1_v; } vec3 microfacetBRDF(in vec3 L, in vec3 V, in vec3 N, in vec3 baseColor, in float metallicness, in float fresnelReflect, in float roughness) { vec3 H = normalize(V + L); // half vector // all required dot products float NoV = clamp(dot(N, V), 0.0, 1.0); float NoL = clamp(dot(N, L), 0.0, 1.0); float NoH = clamp(dot(N, H), 0.0, 1.0); float VoH = clamp(dot(V, H), 0.0, 1.0); // F0 for dielectics in range [0.0, 0.16] // default FO is (0.16 * 0.5^2) = 0.04 vec3 f0 = vec3(0.16 * (fresnelReflect * fresnelReflect)); // in case of metals, baseColor contains F0 f0 = mix(f0, baseColor, metallicness); // specular microfacet (cook-torrance) BRDF vec3 F = fresnelSchlick(VoH, f0); float D = D_GGX(NoH, roughness); float G = G_Smith(NoV, NoL, roughness); vec3 spec = (F * D * G) / (4.0 * max(NoV, 0.001) * max(NoL, 0.001)); // diffuse vec3 rhoD = baseColor; rhoD *= vec3(1.0) - F; // if not specular, use as diffuse (optional) rhoD *= (1.0 - metallicness); // no diffuse for metals vec3 diff = rhoD * RECIPROCAL_PI; return diff + spec; }
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