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3D graphics eBook - Course Materials Repository

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OrenNayar reflectance model 91<br />

Connection with other microfacet reflectance models<br />

Oren-Nayar model Torrance-Sparrow model<br />

Microfacet model for refraction [3]<br />

Rough opaque diffuse surfaces Rough opaque specular surfaces (glossy surfaces) Rough transparent surfaces<br />

Each facet is Lambertian (diffuse) Each facet is a mirror (specular) Each facet is made of glass (transparent)<br />

References<br />

[1] M. Oren and S.K. Nayar, " Generalization of Lambert's Reflectance Model (http:/ / www1. cs. columbia. edu/ CAVE/ publications/ pdfs/<br />

Oren_SIGGRAPH94. pdf)". SIGGRAPH. pp.239-246, Jul, 1994<br />

[2] Torrance, K. E. and Sparrow, E. M. Theory for off-specular reflection from roughened surfaces. J. Opt. Soc. Am.. 57, 9(Sep 1967) 1105-1114<br />

[3] B. Walter, et al. " Microfacet Models for Refraction through Rough Surfaces (http:/ / www. cs. cornell. edu/ ~srm/ publications/<br />

EGSR07-btdf. html)". EGSR 2007.<br />

External links<br />

• The official project page for the Oren-Nayar model (http:/ / www1. cs. columbia. edu/ CAVE/ projects/ oren/ ) at<br />

Shree Nayar's CAVE research group webpage (http:/ / www. cs. columbia. edu/ CAVE/ )<br />

Painter's algorithm<br />

The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in<br />

<strong>3D</strong> computer <strong>graphics</strong>. When projecting a <strong>3D</strong> scene onto a 2D plane, it is necessary at some point to decide which<br />

polygons are visible, and which are hidden.<br />

The name "painter's algorithm" refers to the technique employed by many painters of painting distant parts of a scene<br />

before parts which are nearer thereby covering some areas of distant parts. The painter's algorithm sorts all the<br />

polygons in a scene by their depth and then paints them in this order, farthest to closest. It will paint over the parts<br />

that are normally not visible — thus solving the visibility problem — at the cost of having painted invisible areas of<br />

distant objects.<br />

The distant mountains are painted first, followed by the closer meadows; finally, the closest objects in this scene, the trees, are painted.

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