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Specular highlight

 
Specular Highlight

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Specular highlight



 
 
A specular highlight is the bright spot of light
Light

Light, or visible light, is electromagnetic radiation of a wavelength that is Visible spectrum to the human eye , or up to 380?750 nm. In the broader field of physics, light is sometimes used to refer to electromagnetic radiation of all wavelengths, whether visible or not....
 that appears on shiny objects when illuminated (for example, see image at right). Specular highlights are important in 3D computer graphics
3D computer graphics

3D computer graphics are graphics that use a Cartesian coordinate system#Three-dimensional coordinate system representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images....
, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene.

Microfacets
The term specular means that light is perfectly reflected
Specular reflection

Specular reflection is the perfect, mirror-like reflection of light from a surface, in which light from a single incoming direction is reflected into a single outgoing direction....
 in a mirror-like way from the light source to the viewer.






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Specular Highlight
A specular highlight is the bright spot of light
Light

Light, or visible light, is electromagnetic radiation of a wavelength that is Visible spectrum to the human eye , or up to 380?750 nm. In the broader field of physics, light is sometimes used to refer to electromagnetic radiation of all wavelengths, whether visible or not....
 that appears on shiny objects when illuminated (for example, see image at right). Specular highlights are important in 3D computer graphics
3D computer graphics

3D computer graphics are graphics that use a Cartesian coordinate system#Three-dimensional coordinate system representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images....
, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene.

Microfacets


The term specular means that light is perfectly reflected
Specular reflection

Specular reflection is the perfect, mirror-like reflection of light from a surface, in which light from a single incoming direction is reflected into a single outgoing direction....
 in a mirror-like way from the light source to the viewer. Specular reflection is visible only where the surface normal
Surface normal

A surface normal, or simply normal, to a Flatness is a vector which is perpendicular to that surface. A normal to a non-flat surface at a Point P on the surface is a vector perpendicular to the Tangent space to that surface at P....
 is oriented precisely halfway between the direction of incoming light and the direction of the viewer; this is called the half-angle direction because it bisects (divides into halves) the angle between the incoming light and the viewer. Thus, a specularly reflecting surface would show a specular highlight as the perfectly sharp reflected image of a light source. However, many shiny objects show blurred specular highlights.

This can be explained by the existence of microfacets. We assume that surfaces that are not perfectly smooth are composed of many very tiny facets, each of which is a perfect specular reflector. These microfacets have normals that are distributed about the normal of the approximating smooth surface. The degree to which microfacet normals differ from the smooth surface normal is determined by the roughness of the surface.

The reason for blurred specular highlights is now clear. At points on the object where the smooth normal is close to the half-angle direction, many of the microfacets point in the half-angle direction and so the specular highlight is bright. As one moves away from the center of the highlight, the smooth normal and the half-angle direction get farther apart; the number of microfacets oriented in the half-angle direction falls, and so the intensity of the highlight falls off to zero.

The specular highlight often reflects the color of the light source, not the color of the reflecting object. This is because many materials have a thin layer of clear material above the surface of the pigmented material. For example plastic is made up of tiny beads of color suspended in a clear polymer and human skin often has a thin layer of oil or sweat above the pigmented cells. Such materials will show specular highlights in which all parts of the color spectrum are reflected equally. On metallic materials such as gold the color of the specular highlight will reflect the color of the material.

Models of microfacets


A number of different models exist to predict the distribution of microfacets. Most assume that the microfacet normals are distributed evenly around the normal; these models are called isotropic. If microfacets are distributed with a preference for a certain direction along the surface, the distribution is anisotropic.

NOTE: In most equations, when it says it means

Phong distribution


In the Phong reflection model, the intensity of the specular highlight is calculated as:

or


Where R is the mirror reflection of the light vector off the surface, and V is the viewpoint vector.

In the Blinn–Phong shading model
Blinn–Phong shading model

The Blinn?Phong shading model is a modification to the Phong reflection model developed by Jim Blinn.Blinn-Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline , and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by...
, the intensity of a specular highlight is calculated as:

or


Where N is the smooth surface normal and H is the half-angle direction (the direction vector midway between L, the vector to the light, and V, the viewpoint vector).

The number n is called the Phong exponent, and is a user-chosen value that controls the apparent smoothness of the surface. These equations imply that the distribution of microfacet normals is an approximately Gaussian distribution, or approximately Pearson type II distribution
Pearson distribution

The Pearson distribution is a family of continuous probability distribution probability distributions. It was first published by Karl Pearson in 1895 and subsequently extended by him in 1901 and 1916 in a series of articles on biostatistics....
, of the corresponding angle. While this is a useful heuristic
Heuristic (computer science)

In computer science, a heuristic algorithm, or simply a heuristic, is an algorithm that is able to produce an acceptable solution to a problem in many practical scenarios, but for which there is no formal proof of its correctness....
 and produces believable results, it is not a physically based model.

Gaussian distribution


A slightly better model of microfacet distribution can be created using a Gaussian distribution. The usual function calculates specular highlight intensity as:

where m is a constant between 0 and 1 that controls the apparent smoothness of the surface.

Material from this section adapted from: Glassner, Andrew S.
Andrew Glassner

Andrew S. Glassner is an United States expert in computer graphics, well known in computer graphics community as the originator and editor of the Graphics Gems series and of An Introduction to Ray Tracing....
 (ed). An Introduction to Ray Tracing. San Diego: Academic Press Ltd, 1989. p. 148.


Beckmann distribution


A physically based model of microfacet distribution is the Beckmann distribution. This function gives very accurate results, but is also rather expensive to compute.

where m is the average slope of the surface microfacets.

Material from this section adapted from: Foley et al. Computer Graphics: Principles and Practice. Menlo Park: Addison-Wesley, 1990. p. 764.


Heidrich–Seidel anisotropic distribution


The Heidrich–Seidel distribution is a simple anisotropic distribution, based on the Phong model. It can be used to model surfaces that have small parallel grooves or fibers, such as brushed metal, satin, and hair. The specular highlight intensity for this distribution is:

where n is the anisotropic exponent, V is the viewing direction, L is the direction of incoming light, and T is the direction parallel to the grooves or fibers at this point on the surface. If you have a unit vector D which specifies the global direction of the anisotropic distribution, you can compute the vector T at a given point by the following:

where N is the unit normal vector at that point on the surface. You can also easily compute the cosine of the angle between the vectors by using a property of the dot product
Dot product

In mathematics, the dot product, also known as the scalar product, is an operation which takes two vector over the real numbers R and returns a real-valued scalar quantity....
 and the sine of the angle by using the trigonometric identities
Trigonometric function

In mathematics, the trigonometric functions are function s of an angle. They are important in the trigonometry of Triangle and modeling Periodic function, among many other applications....
.

It should be noted that the anisotropic should be used in conjunction with a non-anisotropic distribution like a Phong distribution to produce the correct specular highlight.

Ward anisotropic distribution


The Ward anisotropic distribution uses two user-controllable parameters ax and ay to control the anisotropy. If the two parameters are equal, then an isotropic highlight results. The specular term in the distribution is:

The specular term is zero if N·L < 0 or N·E < 0. All vectors are unit vectors. The vector V is the vector from the surface point to the eye, L is the direction from the surface point to the light, H is the half-angle direction, N is the surface normal, and X and Y are two orthogonal vectors in the normal plane which specify the anisotropic directions.

Cook–Torrance model


The Cook–Torrance model uses a specular term of the form . Here D is the Beckmann distribution factor, and F is the Fresnel
Fresnel equations

The Fresnel equations, deduced by Augustin-Jean Fresnel , describe the behaviour of light when moving between medium of differing refractive index....
 term, . G is the Geometric attenuation term, describing selfshadowing due to the microfacets, and is of the form . In these formulas E is the vector to the camera or eye, H is the half-angle vector, L is the vector to the light source and N is the normal vector, and a is the angle between H and N.

Using multiple distributions


If desired, different distributions (usually, using the same distribution function with different values of m or n) can be combined using a weighted average. This is useful for modelling, for example, surfaces that have small smooth and rough patches rather than uniform roughness.

See also

  • Specular reflection
    Specular reflection

    Specular reflection is the perfect, mirror-like reflection of light from a surface, in which light from a single incoming direction is reflected into a single outgoing direction....
  • Diffuse reflection
    Diffuse reflection

    Diffuse reflection is the reflection of light from an uneven or granular surface such that an incident ray is seemingly reflected at a number of angles....
  • Fresnel equations
    Fresnel equations

    The Fresnel equations, deduced by Augustin-Jean Fresnel , describe the behaviour of light when moving between medium of differing refractive index....
  • Retroreflector
    Retroreflector

    A retroreflector is a device or surface that Reflection light back to its source with a minimum scattering of light. An electromagnetic wave front is reflected back along a vector that is parallel to but opposite in direction from the wave's source....
  • Reflection (physics)
    Reflection (physics)

    Reflection is the change in direction of a wavefront at an wiktionary:interface between two differentmedium so that the wavefront returns into the medium from which it originated....
  • Refraction
    Refraction

    Refraction is the change in direction of a wave due to a change in its speed. This is most commonly observed when a wave passes from one optical medium to another....