January 1982 | ROBERT L. COOK and KENNETH E. TORRANCE
A new reflectance model for computer graphics is introduced, which accounts for the relative brightness of different materials and light sources in the same scene. The model describes the directional distribution of reflected light and a color shift that occurs as the reflectance changes with the incidence angle. It also provides a method for obtaining the spectral energy distribution of light reflected from a real material and a procedure for accurately reproducing the color associated with this distribution. The model is applied to simulate a metal and a plastic.
The model is based on geometrical optics and is applicable to a wide range of materials, surface conditions, and lighting situations. It defines the brightness of an object in terms of the intensity and size of each light source illuminating it. The model predicts the directional distribution and spectral composition of the reflected light. A procedure is described for calculating RGB values from the spectral energy distribution. The new reflectance model is then applied to simulate a metal and a plastic, explaining why images rendered with previous models often look plastic and how this appearance can be avoided.
The model treats reflection as consisting of three components: ambient, diffuse, and specular. The ambient component represents light uniformly incident from the environment, while the diffuse and specular components are associated with light from specific sources. The diffuse component represents light scattered equally in all directions, and the specular component represents highlights concentrated around the mirror direction. The model accounts for the color and spatial distribution of reflected light, and it is independent of other aspects of image synthesis.
The model considers the directional and wavelength dependence of the reflectance. The ambient and diffuse components reflect light equally in all directions, while the specular component reflects more light in some directions. The specular component is described by assuming the surface consists of microfacets, each reflecting specularly. The model also accounts for the wavelength dependence of the reflectance, which is influenced by surface roughness and the material's properties.
The model is applied to simulate metals and plastics. Metals have a specular component determined by the light source and the material's reflectance, while plastics have a colored diffuse component and a white specular component. The model explains why previous models often produce a plastic appearance and how this can be avoided by accurately modeling the color of the specular component.
The model is used to determine RGB values by converting the spectral energy distribution of the reflected light to appropriate RGB values for a monitor. This involves calculating the XYZ tristimulus values and converting them to RGB values, taking into account the monitor's gamut and the color's luminance. The model also accounts for the color shift of the specular component at grazing angles, which is computationally expensive unless approximated.
The model is applied to simulate various materials, including metals and plastics, and is used to generate realistic images. The model's ability to accurately simulate the reflectance of different materials and light sources is essential for creating realistic computer-generated images. The model is supported by references to previous work in the field of computer graphics and optics.A new reflectance model for computer graphics is introduced, which accounts for the relative brightness of different materials and light sources in the same scene. The model describes the directional distribution of reflected light and a color shift that occurs as the reflectance changes with the incidence angle. It also provides a method for obtaining the spectral energy distribution of light reflected from a real material and a procedure for accurately reproducing the color associated with this distribution. The model is applied to simulate a metal and a plastic.
The model is based on geometrical optics and is applicable to a wide range of materials, surface conditions, and lighting situations. It defines the brightness of an object in terms of the intensity and size of each light source illuminating it. The model predicts the directional distribution and spectral composition of the reflected light. A procedure is described for calculating RGB values from the spectral energy distribution. The new reflectance model is then applied to simulate a metal and a plastic, explaining why images rendered with previous models often look plastic and how this appearance can be avoided.
The model treats reflection as consisting of three components: ambient, diffuse, and specular. The ambient component represents light uniformly incident from the environment, while the diffuse and specular components are associated with light from specific sources. The diffuse component represents light scattered equally in all directions, and the specular component represents highlights concentrated around the mirror direction. The model accounts for the color and spatial distribution of reflected light, and it is independent of other aspects of image synthesis.
The model considers the directional and wavelength dependence of the reflectance. The ambient and diffuse components reflect light equally in all directions, while the specular component reflects more light in some directions. The specular component is described by assuming the surface consists of microfacets, each reflecting specularly. The model also accounts for the wavelength dependence of the reflectance, which is influenced by surface roughness and the material's properties.
The model is applied to simulate metals and plastics. Metals have a specular component determined by the light source and the material's reflectance, while plastics have a colored diffuse component and a white specular component. The model explains why previous models often produce a plastic appearance and how this can be avoided by accurately modeling the color of the specular component.
The model is used to determine RGB values by converting the spectral energy distribution of the reflected light to appropriate RGB values for a monitor. This involves calculating the XYZ tristimulus values and converting them to RGB values, taking into account the monitor's gamut and the color's luminance. The model also accounts for the color shift of the specular component at grazing angles, which is computationally expensive unless approximated.
The model is applied to simulate various materials, including metals and plastics, and is used to generate realistic images. The model's ability to accurately simulate the reflectance of different materials and light sources is essential for creating realistic computer-generated images. The model is supported by references to previous work in the field of computer graphics and optics.