Outline for Today
Volume Scattering
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Today
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Media
Transcript
Audio Transcript
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You like me to ask the
question again,
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sure,
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for the assignments, you have
them due on April 8. We were
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wondering if you're we'd be
willing to extend the deadline
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to possibly the 15th, but I
thought you mentioned you would
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accept them until then, so We're
wanting some clarification.
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Yes, okay, you
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now, assignments you
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So the way it's phrased, i
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i Sorry I was late today. I was
not keeping an eye on The clock.
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I
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It seems to be struggling to
make a connection and
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let me try the other part.
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I fingers crossed And
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okay, so that's, that's, if
that's the way it's set up now,
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so you can submit to labor 15
with a 20% penalty. I
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Who would like to have april 15
with a smaller penalty? I
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was wondering if you would be a
little bit later on The initial
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due
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date or 11th last year classes.
I
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so we did that
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you can still have the end cut
off be the 15th, just change the
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initial duty to be april
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11. Will be April 13.
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Who likes that idea? Do?
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Okay, let me see if I can happen
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quickly. Here. I
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Okay, so taste that I
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Oh, okay, I think I successfully
made that change. I
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and she got a message about it,
yeah, okay,
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and the other question we have
was content of the final exam.
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What is supposed to be the
content of it
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more so? Is it cumulative? Is it
more so focusing on post
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midterm, etc?
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Yeah. Yes, okay, so I
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so as I said, Before I welcome
your input, I
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and suggestions I
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Okay, so that's My advertisement
for Your input. I
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so after the midterm, I said
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that I'm going to ask the same
kinds of questions on the final
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so if You're familiar with the
midterm, that'd be A good you
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try it.
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So the final will be
comprehensive, whole semester,
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mid to more Questions And
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so
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sources We've looked At You
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okay, so I'm going to ask you to
show that you understand the
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concepts involved, rather than,
you know how to write it the
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integral or something like that.
Does that seem okay? Yep.
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Will it be like a similar format
to the midterm or it's short
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term, like short answer your
questions.
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Will there be any multiple
choice questions on there?
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Would you like multiple choice
questions?
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Some would be nice.
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They take less time because I
ran out of time mostly on the
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first victory. Yeah, then again,
we'll have more time on
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the final
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section. There's a good like,
say 40% of the exam is multiple
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choice. Gives us a little less
stress. I
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Yeah, so we had some issues
getting started on time for the
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midterm,
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no matter how
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I thought I was prepared to deal
with The eventualities. Then
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they came to bite me.
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Anyway, I
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it. So if you want a number of
multiple choice questions, so
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I'll make this a question, the
quiz question for you over the
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weekend to think up. So what are
some good multiple choice
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questions for the exam? Do
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you want, like the potential
answers, or do you want just the
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question, like,
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when we give you questions
suggestions, do you want us to
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to give you what we are
thinking? The answer should be,
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yeah. Well, I think it's
especially true For multiple
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choice questions that I
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it not sure why I stopped.
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Oh, that one, yeah,
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so how would you like my
multiple choice question on the
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quiz for today? Oh, yeah. I get
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the matching one select for the
six drop six possibilities.
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Yes, that was
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nice. That actually worked, I
think well, because then you
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actually still have to know
which one belongs to which,
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yeah, as well as whether it's
increasing or decreasing, or
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what it's doing that's moving
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a little bit there. Oh, there we
go.
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Okay, yeah, that's cool.
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I rendering, or if it was
actually a panic,
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where did you get your screen
saver background
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kinds with the operating system?
Oh, well,
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Daryl, to see what don't
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know if there are other ones
that are available, but this is,
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this is called Sequoia, this
release, which is
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1015 1015 Yeah, I
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1015 Yeah, 15.33
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anyway, yeah, I think it was 10
to Mark 15, but it's really not
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anymore.
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Anyway, i
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Does that make sense for the
exam? Okay, so
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provides the clarity that we
needed.
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Wow, about the assignments,
yeah, a rubric
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that the TA uses to grade.
Because, like, when we get the
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grades back, we get like, 2.7
out of three. Like, that's like
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a good instead of an exemplary.
But like, I don't know what's
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like missing to go from like
that good grade to the
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exemplary, or is it just kind of
arbitrary?
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I it's not arbitrary, but
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I think we struggle To i
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to make them Clear, so much
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anxiety. I
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I would it would still be
helpful for me to fill that in.
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I think so, okay, we'll work
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on it. I want to say here, so
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the way that I put this together
was
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the comment would be the same
for exemplary plus exemplary and
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exemplary minus. It's
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just like a near miss and above
and beyond or what.
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Yeah, so
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the issue is trying to
differentiate
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those three levels of each each
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section that's understandable,
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so exemplary, plus that's full
marks and and then it goes so
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it's multiplied the way the
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points available for the
category times 1.0 for that one,
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and then it's point nine, point
8.7, and it goes down to point
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one. So if you, if you submitted
something, you'll get a 10th of
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the marks anyway.
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It should have explained this
before.
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So the idea, though, is that not
everybody's going to get an
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exemplary plus or
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not, everyone should expect to
get an exemplary plus. I
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think he was more wondering, how
does he get feedback on what he
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did to find out how he could
improve to get a better chance
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of having an exemplary closed,
basically a worded rubric, like
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a worded rubric where you need
to do this or you're missing
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this.
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Yeah, okay, successfully having
the tetrahedra is worth this?
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Like, that's like the
requirement to get here, doing
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the proper texturing of the desk
is enough for this. It gives you
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a little bit more guidance and
direction, what specifically
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you're looking for, so we could
be more on the mark.
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Just something to think about, I
suppose, first teacher, it would
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help a bit for like, what
specifically, specifically
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you're asking for, as opposed
to, like the general, yeah.
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Okay, so do you want to talk
about, do you want to talk with
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me about the feedback you got
from the first assignment.
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Yes, I still have office hours,
although no one comes to see me.
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No, that's right, you do. You're
the exception that proves the
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rule. Anyway. You can do that,
and we can talk about things
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more and more specifically. And
I will if
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so the comments I've written in
the past in the rubric are maybe
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a little more general than the
specifics that we just you just
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suggested. Yeah, okay,
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there's got to be a healthy
balance between the two words.
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The grading is general, but it's
more the feedback that we're
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looking for, some more specifics
on, not necessarily the general
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like, the general grading, like,
Okay, I know what I mark. I try
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to tell people, Hey, this is why
you lost the parks, or this is
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what you were missing. So I
think it's more that aspect that
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we're looking for of, okay,
we've lost the marks. Okay, fair
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enough. You've broken it down
into which parts like the Create
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scene, all that stuff. But when
we don't get that exemplary,
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plus having an ID, getting more
specifics on our particular case
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as to why we're not getting that
okay. How could we have taken it
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to that next step?
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Okay, does that make sense? Yes,
it does. So I that's an easier
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fix to get some more comments
from the marker.
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Am I wrong? Is that kind of like
for the
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document, the run parts like,
where the Analyze? Parts like,
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what more analysis? The Green
Scene is kind of understandable.
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Like, yeah, I made a pretty
simple scene I didn't really
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like that's way too much for
increasing way more extra
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objects than the virus that
would kind of makes more sense.
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Why? How could it document
better? How could I analyze it?
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Okay,
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all right, so
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I'll get some more clarity about
that for you about the what was
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done, and then what will what
we'll use for the assignments
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that are coming up. Still, I
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thank you. You're welcome.
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Okay, So our quiz for Today,
we're
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so what's what accounts for The
increase in radiance along
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array? Do?
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Okay, so The reduction,
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the reduction
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in radians, radiance
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due to the conversion of light
to another form of energy,
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okay, emission
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radiance that's added to The
environment. It's like the
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bottom one, last one.
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Scattering is radiance heading
in one direction that is
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scattered to another other
directions.
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I that's number two.
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Declares the particles. Yeah, so
I
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now is it generally accurate to
say that radiance is constant
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along rays between surfaces, no
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in a vacuum, and since most
places are in a vacuum, it must
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be true. That's the assumption
that all spaces are vacuum.
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Let's change.
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Then again, there's also
radiation in The vacuum. So it's
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like I
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the answer not saved number one,
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got two out of three because you
didn't answer the third
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I didn't answer the first one.
Yeah.
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Okay, so we did pretty well with
that one. I
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Yeah. So we're not always
working in a vacuum.
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Like, generally, like 90% of the
universe is a vacuum. I think
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you've got backwards. 99%
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universal isn't in a vacuum.
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Mostly speaks about
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you big part of the universe.
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We're talking Earth, okay,
that's
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interesting. Cary centric,
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Earth. Is there vacuum?
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Watching Earth atmosphere? I
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so if we have
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some null scattering in him and
homogeneous. That's
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where it varies throughout
space.
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The degree of scattering will
change depending on where in
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the material or space.
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So we can make it homogeneous by
adding I
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which makes it easier to sample
and
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I didn't, this is a five o'clock
this is a five minute video. And
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I, I and I start to look at but
think this is from Unreal
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Engine. I
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Hey, Lewis, as I said to you,
the Twitter D is Henning
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Greenstein phase function, you
receive this light vector. It
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can be your sun, can be your
moonlight, and, yeah,
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anisotropy, Will you act as the
how much amount around the faux
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supply you want this value to be
distributed in a circular way
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from the light vector source.
What this means? It means that
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this this position here for your
light vector, you will be taking
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into account. And if we look at
inside this, this function, it
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is quite simple. It's really
math, okay, and you see that,
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basically, you take your value
for an isotropy. And we you
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draw, you see that you have pi
here, draw like a mask, circular
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mask around the focus, or the
origin of your of your light
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source. And to make it even
easier, I will show how I'm
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using here. So this is the pure
light vector and an isotropic
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value here, and I multiply by
this alpha, this alpha from
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these material parameter
collection I'm using as a
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intensity for my sunlight. And
you see that is also I use the
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same, the same function here for
the the moonlight. Okay, so this
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is the intensity, and this is
the color teaching the end. I am
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multiplying here, so I have my
color, I have my intensity, and
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I'm multiplying and giving this
color to something as my
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material is a ray Martian
material. And like here of
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drawing each point, then you can
see, this is my skin, which I
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use Ray Marsh, and this is my
moonlight. Here you have just a
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texture with a light behind it.
And the intensity for the white
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in this is given by another
value, but the that material
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parameter collection, it is
represented here. So as it
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scholars in RGB, and the alpha
is the intensity. So if I
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increase this intensity, you see
the effect. Okay. Now look at
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this. It is brighter around the
source than it is far from the
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source. And it is given here
like, if I use like, point minus
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point three, you see that
running lighter. Even
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if I look here back, you see
that it's darker. The effect
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also contributes to the color
here. So anisotropic minus point
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nine, you hear very strong light
and you see that basically far
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away is completely dark. And if
I just use like minus one,
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you'll be completely black
because we are like, constant
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effect work. One seems to be no
effect at all.
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Point two,
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you see that we have the light
totally distributed, because,
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again, it is a circle,
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so the intensity
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and the light color is spread
everywhere around the surface,
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like a halo shape,
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point one,
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zero, minus one, you see that is
Getting the effect is coming
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closer to the center.
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And like minus six, it is the
most expected for a behavior for
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moonlight, of course, sunlight,
you can't use this much, so
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that's two exaggerated for minus
one. So rated four, minus one,
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seven I could use building use
at smaller steps here. I guess
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this explains, well how the
function works. See, you go
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back so too long a video site.
Anyway,
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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
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so that the degree of light
changes based off the moon
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phase. You have it sort of
automated, to a degree
-
full moon, as opposed to
Crescent Moon, etc. You
-
so this was
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I linked to the set of slides
last
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week when I didn't have a
meeting. But here's a video of
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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.
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So first of all, it pleasure,
once again, to welcome natty
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Hoffman, the natty first
organizers course in 2010 as
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we're really, always, really
grateful to him for always
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helping us out find speakers
each year.
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So nothing is the vice president
technology at 2k So previously,
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has employed an Activision
working on graphics R and D for
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various titles, including the
Call of Duty series, Santa Sony
-
a Santa Monica studio, so coding
graphics technology for god of
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war three, Naughty Dog, and
developing first PS three, first
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party libraries, westward
studios, leading graphics
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development on Earth and beyond,
and internal driving Pentium
-
pipeline modifications and
assisting the SSE instruction
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set definitions we've got along
in the last few years history.
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Thanks for Matty. Thanks for the
introduction.
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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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