Mtg 24/26: Thu-03-Apr-2025

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  • You like me to ask the question again,
  • sure,
  • for the assignments, you have them due on April 8. We were
  • wondering if you're we'd be willing to extend the deadline
  • to possibly the 15th, but I thought you mentioned you would
  • accept them until then, so We're wanting some clarification.
  • Yes, okay, you
  • now, assignments you
  • So the way it's phrased, i
  • i Sorry I was late today. I was not keeping an eye on The clock.
  • I
  • It seems to be struggling to make a connection and
  • let me try the other part.
  • I fingers crossed And
  • okay, so that's, that's, if that's the way it's set up now,
  • so you can submit to labor 15 with a 20% penalty. I
  • Who would like to have april 15 with a smaller penalty? I
  • was wondering if you would be a little bit later on The initial
  • due
  • date or 11th last year classes. I
  • so we did that
  • you can still have the end cut off be the 15th, just change the
  • initial duty to be april
  • 11. Will be April 13.
  • Who likes that idea? Do?
  • Okay, let me see if I can happen
  • quickly. Here. I
  • Okay, so taste that I
  • Oh, okay, I think I successfully made that change. I
  • and she got a message about it, yeah, okay,
  • and the other question we have was content of the final exam.
  • What is supposed to be the content of it
  • more so? Is it cumulative? Is it more so focusing on post
  • midterm, etc?
  • Yeah. Yes, okay, so I
  • so as I said, Before I welcome your input, I
  • and suggestions I
  • Okay, so that's My advertisement for Your input. I
  • so after the midterm, I said
  • that I'm going to ask the same kinds of questions on the final
  • so if You're familiar with the midterm, that'd be A good you
  • try it.
  • So the final will be comprehensive, whole semester,
  • mid to more Questions And
  • so
  • sources We've looked At You
  • okay, so I'm going to ask you to show that you understand the
  • concepts involved, rather than, you know how to write it the
  • integral or something like that. Does that seem okay? Yep.
  • Will it be like a similar format to the midterm or it's short
  • term, like short answer your questions.
  • Will there be any multiple choice questions on there?
  • Would you like multiple choice questions?
  • Some would be nice.
  • They take less time because I ran out of time mostly on the
  • first victory. Yeah, then again, we'll have more time on
  • the final
  • section. There's a good like, say 40% of the exam is multiple
  • choice. Gives us a little less stress. I
  • Yeah, so we had some issues getting started on time for the
  • midterm,
  • no matter how
  • I thought I was prepared to deal with The eventualities. Then
  • they came to bite me.
  • Anyway, I
  • it. So if you want a number of multiple choice questions, so
  • I'll make this a question, the quiz question for you over the
  • weekend to think up. So what are some good multiple choice
  • questions for the exam? Do
  • you want, like the potential answers, or do you want just the
  • question, like,
  • when we give you questions suggestions, do you want us to
  • to give you what we are thinking? The answer should be,
  • yeah. Well, I think it's especially true For multiple
  • choice questions that I
  • it not sure why I stopped.
  • Oh, that one, yeah,
  • so how would you like my multiple choice question on the
  • quiz for today? Oh, yeah. I get
  • the matching one select for the six drop six possibilities.
  • Yes, that was
  • nice. That actually worked, I think well, because then you
  • actually still have to know which one belongs to which,
  • yeah, as well as whether it's increasing or decreasing, or
  • what it's doing that's moving
  • a little bit there. Oh, there we go.
  • Okay, yeah, that's cool.
  • I rendering, or if it was actually a panic,
  • where did you get your screen saver background
  • kinds with the operating system? Oh, well,
  • Daryl, to see what don't
  • know if there are other ones that are available, but this is,
  • this is called Sequoia, this release, which is
  • 1015 1015 Yeah, I
  • 1015 Yeah, 15.33
  • anyway, yeah, I think it was 10 to Mark 15, but it's really not
  • anymore.
  • Anyway, i
  • Does that make sense for the exam? Okay, so
  • provides the clarity that we needed.
  • Wow, about the assignments, yeah, a rubric
  • that the TA uses to grade. Because, like, when we get the
  • grades back, we get like, 2.7 out of three. Like, that's like
  • a good instead of an exemplary. But like, I don't know what's
  • like missing to go from like that good grade to the
  • exemplary, or is it just kind of arbitrary?
  • I it's not arbitrary, but
  • I think we struggle To i
  • to make them Clear, so much
  • anxiety. I
  • I would it would still be helpful for me to fill that in.
  • I think so, okay, we'll work
  • on it. I want to say here, so
  • the way that I put this together was
  • the comment would be the same for exemplary plus exemplary and
  • exemplary minus. It's
  • just like a near miss and above and beyond or what.
  • Yeah, so
  • the issue is trying to differentiate
  • those three levels of each each
  • section that's understandable,
  • so exemplary, plus that's full marks and and then it goes so
  • it's multiplied the way the
  • points available for the category times 1.0 for that one,
  • and then it's point nine, point 8.7, and it goes down to point
  • one. So if you, if you submitted something, you'll get a 10th of
  • the marks anyway.
  • It should have explained this before.
  • So the idea, though, is that not everybody's going to get an
  • exemplary plus or
  • not, everyone should expect to get an exemplary plus. I
  • think he was more wondering, how does he get feedback on what he
  • did to find out how he could improve to get a better chance
  • of having an exemplary closed, basically a worded rubric, like
  • a worded rubric where you need to do this or you're missing
  • this.
  • Yeah, okay, successfully having the tetrahedra is worth this?
  • Like, that's like the requirement to get here, doing
  • the proper texturing of the desk is enough for this. It gives you
  • a little bit more guidance and direction, what specifically
  • you're looking for, so we could be more on the mark.
  • Just something to think about, I suppose, first teacher, it would
  • help a bit for like, what specifically, specifically
  • you're asking for, as opposed to, like the general, yeah.
  • Okay, so do you want to talk about, do you want to talk with
  • me about the feedback you got from the first assignment.
  • Yes, I still have office hours, although no one comes to see me.
  • No, that's right, you do. You're the exception that proves the
  • rule. Anyway. You can do that, and we can talk about things
  • more and more specifically. And I will if
  • so the comments I've written in the past in the rubric are maybe
  • a little more general than the specifics that we just you just
  • suggested. Yeah, okay,
  • there's got to be a healthy balance between the two words.
  • The grading is general, but it's more the feedback that we're
  • looking for, some more specifics on, not necessarily the general
  • like, the general grading, like, Okay, I know what I mark. I try
  • to tell people, Hey, this is why you lost the parks, or this is
  • what you were missing. So I think it's more that aspect that
  • we're looking for of, okay, we've lost the marks. Okay, fair
  • enough. You've broken it down into which parts like the Create
  • scene, all that stuff. But when we don't get that exemplary,
  • plus having an ID, getting more specifics on our particular case
  • as to why we're not getting that okay. How could we have taken it
  • to that next step?
  • Okay, does that make sense? Yes, it does. So I that's an easier
  • fix to get some more comments from the marker.
  • Am I wrong? Is that kind of like for the
  • document, the run parts like, where the Analyze? Parts like,
  • what more analysis? The Green Scene is kind of understandable.
  • Like, yeah, I made a pretty simple scene I didn't really
  • like that's way too much for increasing way more extra
  • objects than the virus that would kind of makes more sense.
  • Why? How could it document better? How could I analyze it?
  • Okay,
  • all right, so
  • I'll get some more clarity about that for you about the what was
  • done, and then what will what we'll use for the assignments
  • that are coming up. Still, I
  • thank you. You're welcome.
  • Okay, So our quiz for Today, we're
  • so what's what accounts for The increase in radiance along
  • array? Do?
  • Okay, so The reduction,
  • the reduction
  • in radians, radiance
  • due to the conversion of light to another form of energy,
  • okay, emission
  • radiance that's added to The environment. It's like the
  • bottom one, last one.
  • Scattering is radiance heading in one direction that is
  • scattered to another other directions.
  • I that's number two.
  • Declares the particles. Yeah, so I
  • now is it generally accurate to say that radiance is constant
  • along rays between surfaces, no
  • in a vacuum, and since most places are in a vacuum, it must
  • be true. That's the assumption that all spaces are vacuum.
  • Let's change.
  • Then again, there's also radiation in The vacuum. So it's
  • like I
  • the answer not saved number one,
  • got two out of three because you didn't answer the third
  • I didn't answer the first one. Yeah.
  • Okay, so we did pretty well with that one. I
  • Yeah. So we're not always working in a vacuum.
  • Like, generally, like 90% of the universe is a vacuum. I think
  • you've got backwards. 99%
  • universal isn't in a vacuum.
  • Mostly speaks about
  • you big part of the universe.
  • We're talking Earth, okay, that's
  • interesting. Cary centric,
  • Earth. Is there vacuum?
  • Watching Earth atmosphere? I
  • so if we have
  • some null scattering in him and homogeneous. That's
  • where it varies throughout space.
  • The degree of scattering will change depending on where in
  • the material or space.
  • So we can make it homogeneous by adding I
  • which makes it easier to sample and
  • I didn't, this is a five o'clock this is a five minute video. And
  • I, I and I start to look at but think this is from Unreal
  • Engine. I
  • Hey, Lewis, as I said to you, the Twitter D is Henning
  • Greenstein phase function, you receive this light vector. It
  • can be your sun, can be your moonlight, and, yeah,
  • anisotropy, Will you act as the how much amount around the faux
  • supply you want this value to be distributed in a circular way
  • from the light vector source. What this means? It means that
  • this this position here for your light vector, you will be taking
  • into account. And if we look at inside this, this function, it
  • is quite simple. It's really math, okay, and you see that,
  • basically, you take your value for an isotropy. And we you
  • draw, you see that you have pi here, draw like a mask, circular
  • mask around the focus, or the origin of your of your light
  • source. And to make it even easier, I will show how I'm
  • using here. So this is the pure light vector and an isotropic
  • value here, and I multiply by this alpha, this alpha from
  • these material parameter collection I'm using as a
  • intensity for my sunlight. And you see that is also I use the
  • same, the same function here for the the moonlight. Okay, so this
  • is the intensity, and this is the color teaching the end. I am
  • multiplying here, so I have my color, I have my intensity, and
  • I'm multiplying and giving this color to something as my
  • material is a ray Martian material. And like here of
  • drawing each point, then you can see, this is my skin, which I
  • use Ray Marsh, and this is my moonlight. Here you have just a
  • texture with a light behind it. And the intensity for the white
  • in this is given by another value, but the that material
  • parameter collection, it is represented here. So as it
  • scholars in RGB, and the alpha is the intensity. So if I
  • increase this intensity, you see the effect. Okay. Now look at
  • this. It is brighter around the source than it is far from the
  • source. And it is given here like, if I use like, point minus
  • point three, you see that running lighter. Even
  • if I look here back, you see that it's darker. The effect
  • also contributes to the color here. So anisotropic minus point
  • nine, you hear very strong light and you see that basically far
  • away is completely dark. And if I just use like minus one,
  • you'll be completely black because we are like, constant
  • effect work. One seems to be no effect at all.
  • Point two,
  • you see that we have the light totally distributed, because,
  • again, it is a circle,
  • so the intensity
  • and the light color is spread everywhere around the surface,
  • like a halo shape,
  • point one,
  • zero, minus one, you see that is Getting the effect is coming
  • closer to the center.
  • And like minus six, it is the most expected for a behavior for
  • moonlight, of course, sunlight, you can't use this much, so
  • that's two exaggerated for minus one. So rated four, minus one,
  • seven I could use building use at smaller steps here. I guess
  • this explains, well how the function works. See, you go
  • back so too long a video site. Anyway,
  • it's a pretty cool use case. Yep, yeah, because if you have
  • that moon phases and say again like that, then you can have it
  • so that the degree of light changes based off the moon
  • phase. You have it sort of automated, to a degree
  • full moon, as opposed to Crescent Moon, etc. You
  • so this was
  • I linked to the set of slides last
  • week when I didn't have a meeting. But here's a video of
  • his presentation of the slide. So I thought maybe that would be
  • a useful thing to look at. It's about bit longer than the time
  • we have left, but we can watch till our class ends, and if we
  • have
  • questions, you can ask.
  • So first of all, it pleasure, once again, to welcome natty
  • Hoffman, the natty first organizers course in 2010 as
  • we're really, always, really grateful to him for always
  • helping us out find speakers each year.
  • So nothing is the vice president technology at 2k So previously,
  • has employed an Activision working on graphics R and D for
  • various titles, including the Call of Duty series, Santa Sony
  • a Santa Monica studio, so coding graphics technology for god of
  • war three, Naughty Dog, and developing first PS three, first
  • party libraries, westward studios, leading graphics
  • development on Earth and beyond, and internal driving Pentium
  • pipeline modifications and assisting the SSE instruction
  • set definitions we've got along in the last few years history.
  • Thanks for Matty. Thanks for the introduction.
  • Hi. So some of you may have seen this background talk before.
  • I've done quite a few modifications to this here, so
  • we won't all be all packed so, but one thing that hasn't
  • changed is that over the next 15 minutes, I'll be going from
  • physics underlying shading to the math used to describe it. So
  • what is light? From physics standpoint, it's technically an
  • electromagnetic transverse wave, which sounds very fancy, but it
  • actually means that the electromagnetic field wiggles
  • sideways as the energy propagates forward. This
  • wiggling in the electromagnetic field can be seen as two couple
  • fields, electric and magnetic, wiggling at 90 degrees to each
  • other. Electromagnetic waves can be characterized by frequency,
  • the number of wiggles they do in a second or wavelength, the
  • distance between two wave peaks. Now engineers have in various
  • disciplines have to deal with electromagnetic wavelengths
  • ranging from gamma waves that have wavelengths of less than
  • 100 than a nanometer, to extreme low frequency radio waves, that
  • those waves are 10s of 1000s of kilometers long and everything
  • in between, but the range that we can actually see with our
  • eyes is both a tiny, tiny subset of that range only from 400 to
  • nanometers for pipeline to 700 nanometers for red light. Now to
  • give you a bit of intuition for what 400 to 700 nanometers
  • actually is, because the physical size of this will
  • become irrelevant later in the talk. So on the left, you can
  • see visible light wavelengths relative to this sort of gray
  • cylinder. That's a single strand of spider silk, which is one
  • micron in width. And on the right, to give some extra
  • context, you see that same strand of spider silk, how it
  • can be relative to the width of human hair. So, you know, it's
  • something that's very, very tiny, but still it's, I mean,
  • you can see a strand of spider silk with your naked eye, and
  • these are fairly close to that, maybe half or a third of that.
  • So far, what I've shown you are simple sine waves that have
  • single unique wavelength. And this the simplest possible type
  • of light wave, but it isn't at all a common type of light wave.
  • Most light waves contain many different wavelengths with a
  • different amount of energy in each this is typically
  • visualized as a spectral power distribution, or SPD, for short.
  • As you can see in the upper left, the SPD for this
  • particular wave shows that this wave's energy is all in a single
  • wavelength. It's all in the single wavelength in the green
  • part of the spectrum. And this is typically what you will see
  • in light emitted by laser. So it's sort of a Dirac delta
  • function in the SPD. In actuality, lasers actually have
  • a little bit of bandwidth, but they are extremely narrow. Now
  • here we see the SPD is for red, green and blue laser that h
  • multiplied by factor and added together to produce the SPD on
  • the right. Now this kind of spectral power distribution is
  • similar to what you would see in life a laser projector. And
  • laser projectors are starting to show up in higher end theaters,
  • newer theaters. They offer wide contrast, wide gamut. They have
  • some advantages. So this is an extremely spiky spectrum, and
  • it's still very simple, and it's not one sine wave, it's three
  • sine waves. And if we look at the actual waveform, we can see
  • that after adding up these three simple sine waves, we end up
  • with something that maybe looks a little more complicated than a
  • single sine wave, but not that much more so. I mean, you can
  • see some underlying frequency, and there's some larger reads
  • there. However, most light that you'll see in nature doesn't
  • look like that. SPD looks more like this. This is the SPD for D
  • 65 which is a standard spectrum for white light, outdoors light,
  • and you can see also the waveform that it will create,
  • which is, of course, very complex. Basically, the broader,
  • the more detailed SPD, the more chaotic looking the way from a
  • form will be, and the less a simple sine wave. Now an
  • interesting thing is that although these two SPDs could
  • not be more different, one is extremely smooth and broad, the
  • other one is three delta functions, but they have the
  • exact same color appearance to humans. Now, the y axis isn't at
  • the same scale, so obviously spikes are higher to compensate
  • for the lack of width, but the fact that human color vision
  • cannot distinguish between these two signals tells us that human
  • color vision is incredibly lossy. It maps the infinite
  • dimensional SPD down to a three dimensional perceptual space.
  • Now if we look at this wave form in vacuum, it will propagate
  • forever. The electric and magnetic wave will sort of
  • enforce each other, and they'll just keep on going and going but
  • for rendering what we care about is what happens when this light
  • wave interacts with matter. Now what happens is, when an
  • electromagnetic wave hits a bunch of atoms or molecules, it
  • polarizes them. That means that it stretches and separates the
  • positive and negative charges and forms dipoles. This absorbs
  • energy can then come away, and this energy is radiated back
  • out. You can imagine, like a spring, the dipoles and this
  • energy is irradiated outwards. And sometimes some of it is lost
  • heat. Other times, all of it is preserved and radiated outwards
  • in new waves going in all kinds of directions. In a thin gas,
  • molecules are far enough apart that you can treat them
  • individually. And then there are fairly simple physical and
  • mathematical formulations that understand what's happening. But
  • in other cases, in dense gasses, liquid solids, the combinations
  • of the deckles interact with each other, and the waves
  • interfere with each other. And the whole thing is, in the
  • general case, much too complex to accurately simulate. So the
  • science of optics, in this case, physical wave optics, in order
  • to tame this sort of chaotic situation, they adopt certain
  • abstractions, simplifications and approximations. For example,
  • they have the concept of a homogeneous medium through which
  • light travels in a straight line. Now, homogeneous medium is
  • an abstraction, obviously, because matter composed of atoms
  • can never be truly homogeneous for all scales. But in practice,
  • this abstraction works quite well for materials that have
  • uniform density and composition. The optical properties of this
  • homogeneous medium is described by its index of refraction, or
  • IR, for short. This is a complex or, in other words, a two part
  • number. One part of the IR describes the speed of light
  • through the medium, and the other one describes how much
  • light is absorbed by the medium. And there are many media that
  • are completely non absorbent, and for them, that number will
  • be zero, localized in homogeneities in the medium is
  • you have to model things of a completely homogeneous medium.
  • So the way that optics models these localized and
  • homogeneities is as particles. So the assumption is that we
  • have these abrupt IO discontinuities, and they
  • scatter the incoming light over various directions. This is
  • similar to individual molecule polarization that we discussed
  • earlier, but these particles can be composed of many molecules,
  • and there are some formalisms in order to handle all this
  • situation. Again, it's a bit of an abstraction over what's
  • actually happening. Now, the overall appearance of a medium
  • is determined by the combination of its absorption and scattering
  • properties. For example, a wide appearance, like the whole milk
  • in the lower right corner, is caused by high scattering and
  • low absorption. You sort of can sort of see absorption and
  • scattering as to add independent axes here. And if a liquid is
  • colored, that means it absorbs light more readily in some
  • wavelength than others, so it's sort of spectrally selective.
  • Now, we've briefly touched on participating media here, but
  • actually the rest of my talk will be focused on object
  • surfaces, which is a more common and basic case in memory. Now,
  • from an optical perspective, most important thing about a
  • surface is its roughness. No surface can be perfectly flat.
  • At the very least, we have irregularities at the atomic
  • level, irregularities that are of similar size or smaller than
  • light wavelength. We will. I will call this nano geometry,
  • and these cause a phenomenon called diffraction.
  • There is something called the Huygens Fresnel principle that
  • can help understand the diffraction on the intuitive
  • way, it states that each point on a planar wave, you can
  • imagine, each point on a planar like wave is the center of a new
  • spherical wave that's being emitted, and then these
  • spherical waves will interfere with each other in order to
  • create a new plane wave. Now so far, this hasn't gave us
  • anything in terms of intuition. We went through a plane wave,
  • through a bunch of sea waves, back to the plane wave. But
  • where this, where this sort of mental picture helps is when the
  • wave hits an obstacle, and that's when you get diffraction.
  • So when the wave hits the obstacle, then you imagine these
  • spherical waves, and then one side of it, the spherical wave
  • that's on the very corner of this obstacle, it doesn't get
  • canceled obvious. There's no other waves next to it, and you
  • see the light is kind of bending around the corner. It's actually
  • not traveling a straight line. And that's an example of
  • something you don't get with the standard geometric optics. And
  • the effect of this will be to slightly soften shadows. Even if
  • you have a point light, your shadows will be very slightly
  • soft into this effect. Now what's more interesting for
  • reflectance, which is what this course, is about, is diffraction
  • on the surface, the irregularities of snail geometry
  • that's on a surface. And for this case, I'm going to look at
  • an optically smooth surface. An optically smooth surface is
  • defined as a surface where all the irregularities are in the
  • Nano geometry category. So all the irregularities are smaller
  • than the light wavelength. It's actually not hard to polish a
  • surface to that degree. Commercial grass is commonly
  • polished far smaller than a visible light wavelength. And if
  • we look at this plane wave hitting this surface that's
  • irregular on a scale of 10s or hundreds of nanometers, then we
  • can apply the same Huygens principle. And so we see that
  • every point in the surface is emitting its own spherical wave.
  • And this looks a bit chaotic, because it is. Some of these
  • surface points are higher, some of them are lower. That's due to
  • the Nano geometry, and then all these screw waves will sort of
  • interfere and reinforce each other, interference. And you'll
  • get this kind of complexity, structured wave front. This
  • little drawing actually doesn't do justice, and you'll end up
  • with some amount of the light scattered in all kinds of
  • directions. Now, the smaller the Nano geometry, the less likely
  • fraction, the more of it will be reflected, sort of in the
  • regular specular way that I'll talk about soon. So it's really
  • a function of the height of the bumps. And if you have a
  • surface, that's, I think the term is super polished. I don't
  • know if that's a technical term, but I've seen it used on several
  • websites. It is possible, with some effort and expense, to
  • polish a surface to the level of individual atoms, then the
  • scattering that happens on a surface like that will be small.
  • It'll be around 1% or half a percent of incident light, but
  • it's definitely still measurable. So there's no such
  • thing as a perfect surface. Now we're going to take a break from
  • wave optics and move into the more familiar, geometric or gray
  • optics, which is a more simplified model, and it's
  • really the model that all of the geographics, with a handful of
  • exceptions, has been using since forever. One simplification we
  • make is to ignore nano geometry. Basically. As far as geometric
  • optics is concerned, if it's smaller than a light wavelength,
  • it doesn't exist. Any optically smooth surface will treat us
  • this mathematically perfect, abstract, flat surface. Now, it
  • can be shown in the equations governing electromagnetic waves
  • that such a perfectly flat surface, ideal surface, will
  • split light into exactly two directions, reflection and
  • refraction. Now, most real world surfaces aren't optically
  • smooth, but they have irregularities of the scale
  • that's much larger than the light wavelength, but still
  • smaller than pixels. So we'll call this micro geometry to
  • differentiate from nano geometry that was smaller than light
  • wavelength. And this micro geometry variation, it doesn't
  • cause diffraction. What it does, it simply is tilting the surface
  • in various directions. And since, as we saw here, both
  • reflection and refraction direction depend on the surface
  • normal, on the surface orientation, then the micro
  • geometry is simply changing the local normal at a very small
  • scale, and you end up with reflective rays, even though
  • each specific point on the surface is only reflecting the
  • incoming light of a single direction, because a pixel
  • covers a lot of bits of surface angle in different directions,
  • you end up with a sort of statistic aggregate. Now this is
  • roughness on the microscopic scale. If I look at these two
  • surfaces, then to our eye, they seem equally smooth. They seem
  • like these nice, you know, smooth hemispheres. One has a
  • hole in the middle of the map. They're very similar shapes. But
  • in on the microscopic scale, they're different. This top
  • surface is slightly rough. If you took a micro micrograph of
  • it or micro photograph of it, you'd see these sort of gently
  • undulating hills, as it were, and that means that incoming
  • light rays will hit surface points that angle slightly
  • differently and will bounce out in slightly different directions
  • and end up with this sort of narrow ish cone. And that's why
  • the reflections are only slightly blurred the surface on
  • the bottom, however, it is on the micro scale very rough. If
  • you looked at the microscope, would look like valves or
  • something. And so every bit of surface by the light is angled
  • in a very different direction, and the light spreads out in
  • very white color. Now, in the macroscopic view, we don't model
  • the micro the micro geometry explicitly between it
  • statistically and view the surface as reflecting and
  • refracting light in multiple directions in a cone. And the
  • rougher the surface, the wider this cone will be. Now the
  • questions we've talked about reflective light, what happens
  • to refractive light? And this depends on what kind of material
  • the object is made of. Light is, since light is composed of like
  • magnetic waves, the optical properties of the substance are
  • closely linked to its electric properties. And we can group
  • materials with the three main optical categories, metals or
  • conductors, dielectrics or insulators and semiconductors.
  • And really, in games and movies, you don't see a lot of exposed
  • semiconductors lying around. So we can, in most cases, ignore
  • that situation and just divide it into metals, non metals, that
  • has advantage of being way more intuitive to an artist and
  • talking about dielectrics and the like. Now, metals
  • immediately absorb all refractive light. Basically,
  • there's a CS, the electron that sucks up all the electromagnetic
  • energy, and it's gone never to return. Non metals, however,
  • behave like those cups of liquid we saw earlier. Effectively, you
  • have this participating medium underneath the surface that the
  • refracted light is participating, and the refracted
  • light is scattered or absorbed, or scattered and absorbed, and
  • you have all the same variations we saw in those cups of liquid.
  • If the object is making a completely clear substance, like
  • glass or liquid, the light will just keep on going. But if
  • there's enough scattering, which most objects will have, some of
  • this refracted light will be scattered back out of the
  • surface. And those are the little blue arrows that you see
  • coming out of the surface in various directions. And I've
  • kind of tried to visualize the fact that the light internally
  • is getting selectively absorbed, so it's getting tinted blue. So
  • the arrows are sort of the yellow arrows turning blue and
  • blue and bluer until they get back out on the surface. Now
  • this re emitted light comes out at varying distances from entry
  • point. And you can see the L bars show one way. One Ray is
  • coming up really close to entry point, one ray coming up a bit
  • farther. And this distribution of distances depends on the
  • density and other properties of the scattering particles. Now if
  • the pixel size or shading sample area or distance between shading
  • points the shading rate, or however you conceptualize that
  • that's sort of the area of interest for shading. If that
  • pixel size is large, like the red border, green circle and
  • image compared to the entry exit distances, then we consume
  • distances are effectively zero for shading purposes, we can't
  • resolve the fact that the light is coming out in a different
  • point that it's entering. So in that case, by knowing the entry
  • takes a distance, we can compute all shading locally at a single
  • point, and the shading color is only affected by light that's
  • hitting at one point. It's convenient to split these two
  • very different light material interactions and different
  • shading terms. So we tend to call the surface reflection,
  • term specular, and the term resulting from refraction,
  • absorption, scattering and re refraction, we call diffuse.
  • Now, in the other case where the pixel is very small, or small
  • compared to the end to the exit distances, so we have the red
  • border green circle again, but it's much smaller in this
  • picture compared to scattering distances, then we can't tweak
  • the shading as all happening the single point. We need some
  • special subsurface scattering rendering techniques and even
  • regular diffuse shading, the physical phenomenon is the same.
  • It's still subsurface scattering. The only difference
  • between something where you're running a subsurface scattering
  • shader at one point where you're running a regular diffuse
  • shader, is the difference between the shading resolution
  • and the scattering distance. So it's not true to say that this
  • material is a subsurface scattering material. This all
  • depends on the distance to the camera. Right? If you have
  • plastic far from far away or from arm's length, then it acts
  • like diffuse. But if you're looking at Super up close, like
  • in The Lego Movie, then you can see visible diffusion happening.
  • And the same thing happens in first human skin has physical
  • scaling behavior. But if you're looking at human from far away,
  • you can just shape them as a purity gift. Now so far, we've
  • discussed the physics of like pattern interactions. Of course,
  • to implement them in a game or film render, you have to
  • you with a vendor, yeah, is he making some useful points to
  • help the understanding of what we've been talking about.
  • Anyway, we're out of time today, so thanks for today. Have a good
  • weekend. Conclude our material with a look at the the area
  • lights, chapter 12.
  • So does that include dome area lights? Just area
  • so we'll deal with area lights.
  • Okay, yep,
  • thanks again for today. Take care, everyone.

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