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Bssrdf
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the ...
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Bidirectional Reflectance Distribution Function
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an Opacity (optics), opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, \omega_, and outgoing direction, \omega_ (taken in a coordinate system where the Normal (geometry), surface normal \mathbf n lies along the ''z''-axis), and returns the ratio of reflected radiance exiting along \omega_ to the irradiance incident on the surface from direction \omega_. Each direction \omega is itself Spherical coordinate system, parameterized by azimuth angle \phi and zenith angle \theta, therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle. Definition The BRDF was first defined by Fred Nicodemus around 19 ...
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Skin
Skin is the layer of usually soft, flexible outer tissue covering the body of a vertebrate animal, with three main functions: protection, regulation, and sensation. Other animal coverings, such as the arthropod exoskeleton, have different developmental origin, structure and chemical composition. The adjective cutaneous means "of the skin" (from Latin ''cutis'' 'skin'). In mammals, the skin is an organ of the integumentary system made up of multiple layers of ectodermal tissue and guards the underlying muscles, bones, ligaments, and internal organs. Skin of a different nature exists in amphibians, reptiles, and birds. Skin (including cutaneous and subcutaneous tissues) plays crucial roles in formation, structure, and function of extraskeletal apparatus such as horns of bovids (e.g., cattle) and rhinos, cervids' antlers, giraffids' ossicones, armadillos' osteoderm, and os penis/ os clitoris. All mammals have some hair on their skin, even marine mammals like whales, ...
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Bidirectional Reflectance Distribution Function
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an Opacity (optics), opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, \omega_, and outgoing direction, \omega_ (taken in a coordinate system where the Normal (geometry), surface normal \mathbf n lies along the ''z''-axis), and returns the ratio of reflected radiance exiting along \omega_ to the irradiance incident on the surface from direction \omega_. Each direction \omega is itself Spherical coordinate system, parameterized by azimuth angle \phi and zenith angle \theta, therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle. Definition The BRDF was first defined by Fred Nicodemus around 19 ...
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Visual Effects
Visual effects (sometimes abbreviated as VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX. VFX involves the integration of live-action footage (which may include in-camera special effects) and generated-imagery (digital or optics, animals or creatures) which look realistic, but would be dangerous, expensive, impractical, time-consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have more recently become accessible to the independent filmmaker with the introduction of affordable and relatively easy-to-use animation and compositing software. History Early developments In 1857, Oscar Gustave Rejlander, Oscar Rejlander created the world's first "special effects" image by combining different sections of 32 negatives into ...
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Fresnel Equations
The Fresnel equations (or Fresnel coefficients) describe the reflection and transmission of light (or electromagnetic radiation in general) when incident on an interface between different optical media. They were deduced by French engineer and physicist Augustin-Jean Fresnel () who was the first to understand that light is a transverse wave, when no one realized that the waves were electric and magnetic fields. For the first time, polarization could be understood quantitatively, as Fresnel's equations correctly predicted the differing behaviour of waves of the ''s'' and ''p'' polarizations incident upon a material interface. Overview When light strikes the interface between a medium with refractive index and a second medium with refractive index , both reflection and refraction of the light may occur. The Fresnel equations give the ratio of the ''reflected'' wave's electric field to the incident wave's electric field, and the ratio of the ''transmitted'' wave's electric f ...
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Phong Reflection Model
The Phong reflection model (also called Phong illumination or Phong lighting) is an empirical model of the local illumination of points on a surface designed by the computer graphics researcher Bui Tuong Phong. In 3D computer graphics, it is sometimes referred to as "Phong shading", particularly if the model is used with the interpolation method of the same name and in the context of pixel shaders or other places where a lighting calculation can be referred to as “shading”. History The Phong reflection model was developed by Bui Tuong Phong at the University of Utah, who published it in his 1975 Ph.D. dissertation. It was published in conjunction with a method for interpolating the calculation for each individual pixel that is rasterized from a polygonal surface model; the interpolation technique is known as Phong shading, even when it is used with a reflection model other than Phong's. Phong's methods were considered radical at the time of their introduction, but hav ...
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Specular
Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by the incident and reflected rays. The earliest known description of this behavior was recorded by Hero of Alexandria ( AD c. 10–70). Later, Alhazen gave a complete statement of the law of reflection. He was first to state that the incident ray, the reflected ray, and the normal to the surface all lie in a same plane perpendicular to reflecting plane. Specular reflection may be contrasted with diffuse reflection, in which light is scattered away from the surface in a range of directions. Law of reflection When light encounters a boundary of a material, it is affected by the optical and electronic response functions of the material to ...
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Lambertian Diffusion
Lambertian reflectance is the property that defines an ideal "matte" or diffusely reflecting surface. The apparent brightness of a Lambertian surface to an observer is the same regardless of the observer's angle of view. More precisely, the reflected radiant intensity obeys Lambert's cosine law, which makes the reflected radiance the same in all directions. Lambertian reflectance is named after Johann Heinrich Lambert, who introduced the concept of perfect diffusion in his 1760 book ''Photometria''. Examples Unfinished wood exhibits roughly Lambertian reflectance, but wood finished with a glossy coat of polyurethane does not, since the glossy coating creates specular highlights. Though not all rough surfaces are Lambertian, this is often a good approximation, and is frequently used when the characteristics of the surface are unknown. Spectralon is a material which is designed to exhibit an almost perfect Lambertian reflectance. Use in computer graphics In computer graphics, ...
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The Matrix Revolutions
''The Matrix Revolutions'' is a 2003 American science fiction action film written and directed by the Wachowskis. The direct sequel to ''The Matrix Reloaded,'' it is the third installment in ''The Matrix'' film series, released six months following its predecessor. The film stars Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving, Jada Pinkett Smith, Monica Bellucci, Lambert Wilson, and Mary Alice who replaced Gloria Foster as the Oracle following Foster's death in 2001. This is Alice's final film role before her death in July 2022. The film follows Neo and his allies as they fight to end the war between humanity and the machines permanently while opposing the rogue Agent Smith. The film was released simultaneously in 108 territories on November 5, 2003, by Warner Bros. Pictures. While being the final entry in the original trilogy of the series, the ''Matrix'' storyline was continued in '' The Matrix Online'' video game. ''The Matrix Revolutions'' was th ...
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