3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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Specular highlight 190<br />
Specular highlight<br />
A specular highlight is the bright spot of light that appears on shiny<br />
objects when illuminated (for example, see image at right). Specular<br />
highlights are important in <strong>3D</strong> computer <strong>graphics</strong>, as they provide a<br />
strong visual cue for the shape of an object and its location with respect<br />
to light sources in the scene.<br />
Microfacets<br />
The term specular means that light is perfectly reflected in a<br />
mirror-like way from the light source to the viewer. Specular reflection<br />
is visible only where the surface normal is oriented precisely halfway<br />
between the direction of incoming light and the direction of the viewer;<br />
this is called the half-angle direction because it bisects (divides into<br />
halves) the angle between the incoming light and the viewer. Thus, a<br />
Specular highlights on a pair of spheres.<br />
specularly reflecting surface would show a specular highlight as the perfectly sharp reflected image of a light source.<br />
However, many shiny objects show blurred specular highlights.<br />
This can be explained by the existence of microfacets. We assume that surfaces that are not perfectly smooth are<br />
composed of many very tiny facets, each of which is a perfect specular reflector. These microfacets have normals<br />
that are distributed about the normal of the approximating smooth surface. The degree to which microfacet normals<br />
differ from the smooth surface normal is determined by the roughness of the surface.<br />
The reason for blurred specular highlights is now clear. At points on the object where the smooth normal is close to<br />
the half-angle direction, many of the microfacets point in the half-angle direction and so the specular highlight is<br />
bright. As one moves away from the center of the highlight, the smooth normal and the half-angle direction get<br />
farther apart; the number of microfacets oriented in the half-angle direction falls, and so the intensity of the highlight<br />
falls off to zero.<br />
The specular highlight often reflects the color of the light source, not the color of the reflecting object. This is<br />
because many materials have a thin layer of clear material above the surface of the pigmented material. For example<br />
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<br />
sweat above the pigmented cells. Such materials will show specular highlights in which all parts of the color<br />
spectrum are reflected equally. On metallic materials such as gold the color of the specular highlight will reflect the<br />
color of the material.<br />
Models of microfacets<br />
A number of different models exist to predict the distribution of microfacets. Most assume that the microfacet<br />
normals are distributed evenly around the normal; these models are called isotropic. If microfacets are distributed<br />
with a preference for a certain direction along the surface, the distribution is anisotropic.<br />
NOTE: In most equations, when it says it means<br />
Phong distribution<br />
In the Phong reflection model, the intensity of the specular highlight is calculated as:<br />
Where R is the mirror reflection of the light vector off the surface, and V is the viewpoint vector.