Rendering Pearlescent Appearance Based On Paint-Composition Modelling
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EUROGRAPHICS 2001 / A. Chalmers and T.-M. Rhyne Volume 20 (2001), Number 3 (Guest Editors) Rendering Pearlescent Appearance Based On Paint-Composition Modelling Sergey Ershova , Konstantin Kolchina and Karol Myszkowskib a Keldysh Institute for Applied Mathematics, Moscow 125047, Russia b Max-Planck-Institut für Informatik, Saarbrücken, Germany Abstract We describe a new approach to modelling pearlescent paints based on decomposing paint layers into stacks of imaginary thin sublayers. The sublayers are chosen so thin that multiple scattering can be considered across dif- ferent sublayers, while it can be neglected within each of the sublayers. Based on this assumption, an efficient recursive procedure of assembling the layers is developed, which enables to compute the paint BRDF at interac- tive speeds. Since the proposed paint model connects fundamental optical properties of multi-layer pearlescent and metallic paints with their microscopic structure, interactive prediction of the paint appearance based on its composition becomes possible. 1. INTRODUCTION analytical model of multi-layer paints, which satisfies these requirements. In the world of global competition, products developed by different makers are often of similar quality and function- In our approach, we decompose each layer of the paint ality, and the appearance of these products often deter- film into thin imaginary sublayers such that within each layer mines their commercial success. Therefore, the prediction we can neglect multiple scattering. Thus, we assume that the of a product’s appearance using computer graphics tools be- subsequent bounces of light scattering always occur in dif- comes of primary importance at the early design stages. This ferent layers, which makes possible analytical calculation of proves to be a nontrivial task for modern coatings such as the scattering function for every layer. The model for scatter- metallic and pearlescent paints, which change appearance ing functions of sublayers is based on the statistical approach with viewing and illumination directions. Because of rich- and describes precisely light scattering within paint includ- ness of visual effects, which can be obtained using such ing iridescent and pearlescent phenomena. We determine the paints, new coatings are often custom designed for a particu- scattering function of each of the paint layers from that of the lar product (e.g., a car model) with regard for its shape char- sublayers using the doubling method [10, 11] and then find acteristics. To make such a design efficient, rendering of a the BRDF of the whole paint film using the adding method finished product must be performed at interactive speeds pre- [10, 11, 30]. dicting its appearance based on the composition of designed The boundaries between sublayers are only imaginary, paint. This involves modelling of light interaction within thus reflection and refraction on such boundaries should not the paint structure taking into account multiple scattering, be taken into account. Obviously, this is not the case for the which is computationally expensive when performed at the actual boundaries between layers of paint, which exist in a atomic level of paint elements (Figure 1 shows an example multi-layer paint. of the cross-section through a complex paint structure). So the problem is to find a higher level paint reflectance func- It turns out that by introducing further simplifications to tion (BRDF-like), which somehow takes into account mul- the model of light scattering between flakes, an efficient ana- tiple scattering and makes possible editing paint composi- lytic approximation of BRDF can be found. The error intro- tion parameters as shown in Figure 1 within the technologi- duced by the simplifications is negligible for flake densities, cally feasible limits. In this paper, we propose a novel semi- which are used in practice (while neglecting multiple scatter- °c The Eurographics Association and Blackwell Publishers 2001. Published by Blackwell Publishers, 108 Cowley Road, Oxford OX4 1JF, UK and 350 Main Street, Malden, MA 02148, USA.
Ershov, Kolchin and Myszkowski / Pearlescent Paints simplistic assumptions such as isotropic properties of film [17], uniform illumination within film [18], limited number of film layers to just one [17, 2], or fixed parallel orientation of all flakes in respect to the paint surface [3]. On the other hand, solutions involving participating media computations in the 3D environments of arbitrary shapes, e.g., clouds [21], are too general, and thus are computationally too expensive for our application (a good survey of similar solutions han- dling multiple scattering can be found in [22]). There are many solutions applying a direct simulation of light propagation within the material structure, which is modelled in macroscopic scale. These methods essentially make it possible to model all the optical effects important in our application, and some of these methods were specif- ically developed to handle pearlescent and iridescent phe- nomena [8, 23]. However, these methods are very expensive in terms of computations because a huge number of light Figure 1: An example of the multi-layer paint structure. The rays must be traced within the material to obtain statistically paint composition tree is shown on the left. Some nodes are meaningful approximation of the material reflectance. The expanded displaying their internal structure and the struc- methods that require the explicit geometric modelling of ma- ture of their constituents. The paint composition parameters terial structure [1,29,8,23] have an additional disadvantage shown in the tree are the subject of changes during the paint that the model must be often reconfigured when paint com- design. For more details on technological issues concerning position is changed during its design stage. This problem paint components refer to [2, 3]. can be partially alleviated by implicit modelling of the ma- terial structure, which can be described in statistical terms [9,6,7] (i.e., in terms of the probability that a ray hits a flake ing at all results in a significant error). This analytic model when travelling a certain distance within the material). Since is specially tuned for ensembles of smooth platelets† , and our application requires BRDF approximations at interactive it is quite accurate when flakes are embedded in transpar- speeds, the approaches involving low-level simulations of ent (not turbid) medium, i.e., pigment density is low. This scattering with the implicitly or explicitly modelled geom- is true for real metallic paints which are transparent to em- etry are too slow for our purposes. Also, prior to the actual phasise “flake effects” like sparkling [19], and thus this fast simulation, these methods usually make it difficult to qual- model is very helpful in interactive paint design. itatively predict BRDF changes as a result of paint compo- nent modifications performed by the paint designer. 1.1. Previous Work Such qualitative predictions of BRDF changes are usu- ally possible for theoretical reflectance models, such as the In recent years, many papers relevant to the modelling of Cook-Torrance model [4], or even the more advanced HTSG pearlescent and metallic paints appeared in the CG literature, model [12]. These models are quite efficient in terms of however, a majority of them does not fit well to our applica- computations and approximate the BRDF of typical materi- tion. For example, the approaches based on direct measur- als well. However, some parameters required by these mod- ing of BRDF characteristics [5, 27] preclude any prediction els do not have any physical interpretation [28]. Because of of the designed paint appearance before it actual manufac- this lack of correspondence between the model parameters turing. Also, the models of interference developed for ren- and the material parameters, it is fairly hard to manufacture dering of soap froth [24, 16], oil slicks [24], and pearls [20], the actual material with properties matching those predicted which describe well physical phenomena for continuous thin by the theoretical reflectance models. In the context of our films are not suitable to account for light scattering between application, the existing theoretical models are not flexible multiple pearlescent flakes of relatively small size that are enough to properly model the BRDF of materials whose mi- embedded in a binder and surrounded by pigment particles croscopic structure differs significantly from the one based and metallic flakes (see Figure 1). Because of similar rea- on the microfacets. sons we could not apply other solutions relying on too many 1.2. Discussion † The assumption that most of scattered light is in a narrow cone usually holds. Nishita et al. used a similar observation to accelerate Since the existing methods are not suitable for our ap- the Monte-Carlo computation of multiple scattering in their cloud plication because of efficiency problems (direct simulation modelling solution [21]. methods) or assumptions of oversimplified material structure ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints (theoretical models), we decided to develop our own theo- we introduce scattering functions, which are somewhat more retical model tailored specifically for materials featuring the convenient than BRDF. In Section 3, the doubling/adding structure similar to the one shown in Figure 1. Our approach method (computation of BRDF of a thick layer from that is based on the adding or doubling techniques developed for of a thin layer of the same material) is derived, and then in computation of scattering in planetary atmospheres [15, 10, Section 4 it is applied to multi-layer paints. In Section 5, we 11], which apply light transport equations transformed to a calculate BRDF of a thin layer analytically assuming that form that is specific for these applications. In a sense, Hanra- scattering agents are flakes (platelets with interference coat- han and Krueger approach [9] is the closest to ours because ing) and spherical particles. In Section 6, we derive the “fast it is also based on the light transport theory. However, in model” (an analytic approximation to the BRDF of paint). [9] transport integral equations were solved with the help of In Section 7, we derive a model for “micro-appearance” (in Monte-Carlo method while we employ direct grid methods terms of [19]) of paint, i.e., we describe sparkling as the fluc- which are faster. A form of adding technique (called subsur- tuation of luminance due to reflection by individual flakes face compositing in [6]) was applied to reduce the complex- observed from the close distance. Finally, we present some ity of ray tracing within multi-layer films by providing an an- results obtained using our approach and we conclude this alytical solution for such films in [6,23]. It was assumed that paper. all layers are different, and every layer has a simple homoge- neous structure, so that its reflectance and transmittance can be analytically computed. In our solution, the adding step 2. SCATTERING OPERATORS just complements the doubling step which produces multi- Let Iinc be radiant power (of incident light) emitted in a given ple imaginary layers within a single real layer. This makes direction per unit solid angle per a unit surface area (so that it possible accounting for multiple scattering in complex me- differs from radiance by the cosine of a ray’s direction with dia and formulating a novel analytic approximation of BRDF the surface normal) falling on the object surface, and let Ir for pearlescent and metallic paints. and It be the same quantities reflected from and transmitted Our approach can be classified as a continuous media ap- through the object. The transformation of these quantities proach like [10, 11, 18, 21], which has also some deficiencies defines the reflection and transmission operators R and T such as an assumption of independence between scattering events which does not hold in practice. For example, light scattered by a flake may then be reflected by another flake Ir (ϑ, ϕ) = (RI inc ) (ϑ, ϕ), (or substrate) and then hit the first flake again. Despite that It (ϑ, ϕ) = (TIinc ) (ϑ, ϕ) the probability of such an event is low, it may be essential in some cases, which we cannot be sure a priori.‡ Another whose corresponding kernels Rand T (scattering functions) simplification in our approach relies on considering just the can be expressed as: total area of flakes per unit paint volume instead of separate treatment of the flake size and density. This means that our BRDF can be identical for few large flakes and many small R Ir (ϑ, ϕ) = R R(ϑ, ϑ0 , ϕ − ϕ0 )I inc (ϑ0 , ϕ0 ) sin ϑ0 dϑ0 dϕ0 flakes, which is a good approximation only within certain It (ϑ, ϕ) = T (ϑ, ϑ0 , ϕ − ϕ0 )I inc (ϑ0 , ϕ0 ) sin ϑ0 dϑ0 dϕ0 limits imposed on the maximum size and density of flakes. (1) Yet another phenomenon that clearly depends on the flake 0 0 where (ϑ , ϕ ) are the polar and azimuth angles of the inci- size is granularity or fluctuations of luminance [3, 19]. As dent ray in respect to the surface normal, and (ϑ, ϕ) are those flakes get larger, individual flakes become visible as tiny of the scattered ray. Note that because we assume isotropic shining mirrors (sparkling effect [19]). The sparkles can be paint properties the kernels just depend on the difference understood as a texture of paint, and this texture essentially of azimuths of incident and scattered rays, which makes depends on viewing and illumination conditions, thus being equation (1) simpler than its more general counterpart for an example of a BTF [5]. We can compute and visualise this non-isotropic surfaces. Also, note that the following relation texture; but again this is an approximation valid for not too between used by us reflection kernel and commonly used large flakes of not too high density. BRDF holds: 1.3 Overview Now let us describe the paper organisation. In Section 2, R(ϑ, ϑ0 , ϕ − ϕ0 ) = BRDF(ϑ, ϑ0 , ϕ − ϕ0 ) cos ϑ. and that our scattering functions do not take into account ‡ Stochastic media approach based on implicit modelling of ma- spatial dependence, which is possible because we do not terial structure [7,9] has similar drawbacks; e.g., it is possible that consider such dependence on the macro level and operate some rays pass freely through a certain space region, while others thin sublayers on the micro level, where consideration of sin- undergo scattering in the same region. gle scattering is enough. ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints 3. DECOMPOSITION OF LAYERS We assume the following layer numbering convention: Let us consider two adjacent layers 1 (left) and 2 (right) with • 0-th substrate reflection and transmission operators R+ + k and Tk for illumi- • 1-st paint film − − • Fresnel boundary between 1-st and 2-nd paint films nation from the left, and Rk and Tk for illumination from the right. We must distinguish these cases: imagine a perfect • ... mirror whose rear side is absolutely black. Then R+ is the • Fresnel boundary between M − 1th and M th paint films identity operator, while R− = 0. However, for a symmetric • M th paint film layer, these operators coincide. • Fresnel boundary between the M th paint film and air • A Fresnel boundary between media with the refraction in- Let the incident light with angular distribution of energy dices η and η0 is a somewhat special layer as described in Iinc comes from the left. By tracing how it bounces between Section 3. layers and summing all components, we find that the scatter- ing operators for the two-layer system are The scattering operators R(η,η0 ) , T(η,η0 ) for light going from medium with refraction index η0 into that with refrac- − + − + −1 + tion index η are R+ + 1+2 = R1 + T1 R2 (1 − R1 R2 ) T1 + + − + −1 + (2) T1+2 = T2 (1 − R1 R2 ) T1 1−rη0 η (ϑ0 ) T(η,η0 ) (ϑ, ϑ0 , φ) = ³ ϑ δ(φ) sin ´ and, for illumination from the right, 0 ×δ ϑ − arcsin( ηη sin ϑ0 ) (5) 0 rη0 η (ϑ0 ) ¡ 0¢ R(η,η0 ) (ϑ, ϑ , φ) = sin ϑ δ(φ)δ ϑ − ϑ R− − + − + − −1 − 1+2 = R2 + T2 R1 (1 − R2 R1 ) T2 − − + − −1 − (3) T1+2 = T1 (1 − R2 R1 ) T2 where rη0 η is the Fresnel reflectance for unpolarised light, and δ is the delta-function. Note that (2) and (3) are mathematically equivavalent to formulas for reflection and transmission of two combined Each paint film itself, i.e., without interfaces, is naturally slabs in Section 3.4 of [30]. assumed to be homogeneous and thus symmetric, so we can compute its reflection and transmission operators by means It is noteworthy that because layers are isotropic and the of the doubling method. It enables to compute scattering operators actually depend on the absolute value of difference operators for a layer based on that for a thin layer of the in ϕ, the real-valued cosine FFT drastically reduces time of same material. The latter is a rather simple problem (e.g., computation for each of the compositions of operators in (2) refer to [9]) because in a thin layer we can neglect multiple and (3). scattering. In the derivation of equations (2) and (3), reflection and refraction by the boundary between layers was not consid- Let us subdivide the layer into a power of two imagi- ered. But if the layers are made of different materials, re- nary sublayers whose thickness h0 is small enough to neglect flection/refraction occurs at their boundary. In such a case, multiple scattering. Then let us compute scattering operators we must split our system into three layers: the first one is for such sublayers, and apply iteratively equations (2) and the former layer 1 with refraction index η1 , then comes a (3) (note that due to the symmetry of sublayers, operators layer made of infinitesimally thin films of substances 1 and are the same for light going forward and backward): 2; then comes the former layer 2 with refraction index η2 . No reflection/refraction occurs at the boundary between lay- R2h = Rh + Th Rh (1 − Rh Rh )−1 Th ers; instead, it occurs for the middle layer. Thus, we treat the (6) middle layer as a plain Fresnel boundary with reflection and T2h = Th (1 − Rh Rh )−1 Th transmission operators (5). Then we can compute the oper- ators for the whole system using equations (2) and (3): first Thus, as the result of n such iterations we obtain the op- we put together layers 1 and 2, and then add to them layer 3. erators for the paint film of thickness 2n h0 . The procedure is repeated for each of M paint films, and the corresponding scattering operators are computed. Also, we compute oper- 4. MULTI-PAINT COATING ators for the Fresnel boundaries between paint films using Let us consider a paint coating made of M layers which cover equation (5), and for the Lambertian substrate using equa- the substrate layer featuring the Lambertian reflection with tion (4). Now we must combine these operators to compute albedo rs : scattering in the whole coating. To do so, we use the adding method which is based on another version of equations (2) and (3). rs Rs (ϑ, ϑ0 , ϕ − ϕ0 ) = cos ϑ (4) Let us denote the reflectance of substrate surface (illumi- π ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints nated from the paint side) as Rs (we do not need its trans- In absence of multiple scattering the scattering operator mittance or reflectance for light going from behind the sub- for an ensemble of flakes equals that for a single flake av- strate), the reflection and transmission operators of the m-th eraged over its size and orientation, and scaled by the flake paint film as Rm and Tm (because of the symmetry, we do density (like for rough surface built of facets [4]). Orienta- not need to distinguish between operators marked with “+” tion of flakes is described by the distribution P(β) of angle β and “−”). Let the reflection operator of the system: between the normal vectors to flake and paint surfaces. The probability of finding a flake with a given orientation is substrate + 1st film +...+ mth film + interface between the mth and m + 1th films Pr = 2πP(β)sinβdβ be denoted as R[0,m] ≡ R+ [0,m] (we do not need to consider the transmission and reflection operators for light going from The derivation of reflectivity can be found in Section 7. behind the substrate). Applying equations (2) and (3), we can Here we linearise (36) in h, and assume that the refraction in- add to this system the m + 1-th paint film: dices of the binder and outer medium are equal, because here we do not need to account for transformation at the Fresnel boundary (it is accounted for in (8)): R0[0,m+1] = Rm+1 + Tm+1 R[0,m] ³ ´−1 × 1 − Rm+1 R[0,m] Tm+1 (7) Rh (ϑ, ϑ0 , φ) = 1 hDhSi 4 cos ϑ0 r p (αR )P(βR ) Th (ϑ, ϑ0 , φ) = 1 sin³ϑ δ(ϑ − ϑ0 )δ(φ) ´ hDhSih1−t p i(ϑ) (9) and then after considering an interface between the m + 1-th × 1− cos ϑ0 and m + 2-th paint films, we obtain 1 +hDhSi 4 cos ϑ0 r p (αT )P(βT ) Here αR (αT resp) is the angle between the incident ray R[0,m+1] = R(ηm+1 ,ηm ) + T(ηm ,ηm+1 ) R0[0,m+1] and the bisector of incident and reflected (transmitted) rays; ³ ´−1 βR (βT resp.) is the angle between the paint normal and the × 1 − R(ηm ,ηm+1 ) R0[0,m+1] bisector of incident and reflected (transmitted) rays, see (14); ×T(ηm+1 ,ηm ) (8) D is the flake density, and hSi is the mean flake area. Then, hSih1 − t p i(ϑ) is the extinction cross-section (averaged over This is an iterative process of successive adding layers flake orientation) for the incidence angle ϑ: to the top of the existing stack. Starting it with R[0,0] ≡ Rs and applying (7) and (8) M times, we end with the reflection R π/2 R π/2 operator of the whole paint coating. Obviously, ηM+1 ≡ 1 h1 − t p i(ϑ) = 2 0 dβP(β) sin β 0 dφ(1 − t p (α1 )) cos α1 R π/2 R π/2 (refractive index of air). At each step, Rm and Tm are com- +2 0 dβP(β) sin β 0 dφ(1 − t p (α2 )) cos α2 ; puted using the doubling method (6). cos α1 ≡ cos β cos ϑ + sin β sin ϑ cos φ cos α2 ≡ |cos β cos ϑ − sin β sin ϑ cos φ| (10) 5. SCATTERING OPERATORS FOR A THIN LAYER Even for a thin layer ray path might be long for light at For a thin layer we can neglect multiple scattering, so the to- grazing angles, so our formulae will fail forcos ϑ0 ≤ O(h). tal scattering is a linear “superposition” of scattering by all The correct form of kernels in such a narrow interval is rather its components. Therefore we must just sum up their “par- inessential for integral doubling equations; it is only neces- tial” operators. sary that they be finite, which can be ensured by clipping dangerous denominators in (9) 5.1. Scattering by flakes ½ Flakes are assumed to be smooth (specularly reflecting) 1 ∆(ϑ0 ) 1, if ϑ0 < ϑmax 7→ , ∆(ϑ0 ) ≡ (11) platelets of random orientation. They may have interference cos ϑ 0 cos ϑ0 0, if ϑ0 ≥ ϑmax coating, thus wave theory must be employed to compute re- flectance and transmittance of flake r p (α) and t p (α) as func- 5.2. Scattering by pigment particles tions of angle α between ray and flake normal. This is a rou- tine problem of interference optics; for a simple coating it Pigment particles are assumed to be spherical and isotropic, was solved in [3]. We assume that the flake diameter is much so their scattering depends only on the angle γ between inci- greater than light wavelengths, so r p (α) and t p (α) are inde- dent and scattered rays. The phase function g(γ) obeys Mie pendent of the flake size. Outside flake bodies we use ray or (for very tiny particles) Rayleigh laws [14]. Also, empiri- optics, because the distance between flakes is much greater cal laws like Henyey-Greenstein phase function [13] can be than light wavelengths. used. For any such function ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints or averaged scattered energy) yield more or less similar esti- ∆(ϑ0 ) mates: Rh (ϑ, ϑ0 , φ) = hDpigm σsc cos ϑ0 g(γR ); 0 0 δ(ϑ−ϑ )δ(φ) Th (ϑ, ϑ , φ) = ³ sin ϑ ´ ∆(ϑ) × 1 − cos ϑ hDpigm σext (12) π/2 − ϑmax h≤ (15) 0 ∆(ϑ ) κ+ ∑ Dpigm σext + ∑ DhSi +hDpigm σsc cos ϑ0 g(γT ) pigments flakes Some light misses particles and runs out of layer unscat- where ϑmax is the cutoff angle from (11). tered. The fraction of energy that remains in the direction of incident beam (i.e., is not scattered) is determined by the 6. FAST MODEL OF BRDF OF A TWO-LAYER extinction cross-section σext , which is the first term in the PAINT above transmission operator. Here Dpigm is the pigment den- sity, σsc is the scattering cross-section, γR (γT resp.) is the Two-layer paint, made of substrate (color base) covered with angle between the incident and reflected (transmitted) rays, a single paint film, is the simplest metallic paint that has derived in (14). The problem with light traversing a layer at its basic visual and composition features. Many real paints grazing angles is solved using the clipping approach (11). are actually two-layer ones, or can be well approximated by them (e.g., neglecting multiple layers of a transparent resin used to protect the paint from weathering). One can treat 5.3. Attenuation in the binder two-layer paint as a paint with flakes and pigments sepa- 0 In case of a thin layer, the attenuation e−κh/ cos ϑ is small rated: flakes are in the top layer and pigments are in the bot- (here κ is absorption in the binder). So for the sake of sim- tom layer (substrate which is a solid paint). plicity we neglect the attenuation for scattered light, and only We will also consider a special kind of flakes called consider it for unscattered light. “mirror” which are the simplest from simulation point of view, because can be completely characterised by their color 5.4. Scattering operator for a thin paint layer (reflectance), and their internal structure can be ignored. Such flakes do not exist in the real world, so they can be Combining the above effects: scattering by flakes (9) with considered just as a “limiting case” for metal chips, or flakes clipping (11), scattering by Rayleigh particles (12) and at- with such interference coating that its reflectance and trans- tenuation in the binder we have mittance are nearly independent of the angle of incidence (this can be achieved using a special coating). ³ ∆(ϑ) The two-layer paint has actually yet one “hidden” layer: Rh (ϑ, ϑ0 , φ) = h cos ϑ 1 4 DhSir p (αR¢)P(βR ) the Fresnel boundary between air and binder. So, using the +Dpigm σsc g(γR )³ adding method described in Section 4, we can compute the 0 0 ∆(ϑ) Th (ϑ, ϑ , φ) = sin©ϑ δ(ϑ − ϑ )δ(φ) 1 − h cos ϑ 1 paint reflectance Rp by combining the scattering operators ª¢ ³ − t p i(ϑ) + Dpigm σext + κ × DhSih1 for all three layers: ∆(ϑ) +h cos ϑ 14 DhSir p (αT )P(βT ) ¢ ³ ´−1 +Dpigm σsc g(γT ) (13) Rp = R+ + T − Rs 1 − R− Rs T+ (16) and where Rs is reflection operator of the substrate, and R(±) and T(±) are reflection and transmission operators of the layer 0 0 cos γR,T ≡ q ϑ cos ϑ ∓ sin ϑ sin ϑ cos φ, cos of flakes with the air-paint boundary. The Fresnel boundary 1±cos2 γR,T must be considered only between the layer and air, so the cos αR,T ≡ 2 , (14) scattering operators are ± cos ϑ−cos ϑ0 cos βR,T ≡ 2 cos αR,T − If there are several kinds of flakes, or pigments, we R+ = R+ interface + Tinterface Rfl − sum their partial scattering operators (and extinction cross- ×(1 − Rinterface Rfl )−1 T+ interface sections). T+ = Tfl (1 − R− −1 + interface Rfl ) Tinterface (17) R− = Rfl + Tfl R− interface ×(1 − Rfl R− −1 interface ) Tfl 5.5. Criterion of thinness − − T− = Tinterface (1 − Rfl Rinterface )−1 Tfl The intuitive criterion is that optical thickness is small. Vari- ous quantitative implementations (e.g., concerning maximal where Rfl and Tfl are reflection and transmission operators ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints of layer with flakes without the air-paint boundary. Since it where αR and βR are given in (14), and the optical thickness is symmetrical (no boundaries, so it does not matter from τ is given by which side it is illuminated), we omit the “±” superscripts. By combing (16) and (17) we obtain κ + DhSih1 − t p i(ϑ) τ(ϑ) = (21) cos ϑ Rp = R+ | interface {z } gloss 6.2. Glitter component + T+ Rfl (1 − R− −1 + interface Rfl ) Tinterface Now let us substitute Rfl and Tfl from (20) into (17) and | interface {z } compute R(±) and T(±) . Reflectance by the Fresnel bound- glitter ary, as well as that by flakes, is rather weak, so we can ne- ³ ´−1 glect their product. In this case, we obtain results similar to − + T Rs 1 − R − Rs T+ (18) | {z } those of Section 2 of [9]. Namely, transmittance is approxi- shade mately specular because rays transmitted through a flake do not change direction, while reflected rays go backward and It is remarkable that for every term of (18) the corre- do not contribute to the transmitted beam. Therefore, the dif- spondence to the paint appearance attributes [19] (refer also fuse component in transmitted light is due to the 2nd order to Figure 2) can be found: the first term (the Fresnel re- scattering, and by neglecting it we have an error up to O(h2 ). flectance) corresponds to gloss, the second (reflection by Thus, scattering operators can be computed as: flakes) to glitter, and the third (reflection by substrate) to shade. Due to the roughness of painted surface the first term 1−rη (ϑ0 ) is not a purely specular operator, but exhibits some diffuse T + (ϑ, ϑ0 , ϕ) ≈ e−hτ(ϑ) ³ sin ϑ ³δ(ϕ) ´´ properties as well (for discussion of rough dielectric surfaces ×δ ϑ − arcsin η1 sin ϑ0 refer to e.g., [26, 17]). 0 1−r (ϑ0 ) cos ϑ (22) T − (ϑ, ϑ0 , ϕ) ≈ e−hτ(ϑ ) η2 1/η δ(ϕ) ϑ0³ cos ϑ0 ´´ ³ sin 0 6.1. Scattering operator of a homogeneous layer with ×δ ϑ − arcsin η sin ϑ 1 flakes Applying equations (2) and (3) to a system made of the same R− (ϑ, ϑ0 , ϕ) ≈ Rfl (ϑ, ϑ0 , ϕ) 0 homogeneous material, but with one layer having infinites- +r(σ)e−2hτ(ϑ ) sin1 ϑ δ(ϑ − ϑ0 )δ(ϕ) imal thickness, we derive a differential form of the “adding R+ (ϑ, ϑ0 , ϕ) ≈ rη (ϑ0 ) sin1 ϑ δ(ϑ − ϑ0 )δ(ϕ) equations”: +[1 − rη (ϑ0 )][1 − rη (ϑ)] ϑ 2 cos ϑ̄ Rfl (ϑ̄ , ϑ̄, ϕ) × ηcos 0 ∂R (23) ∂h = TRT, ∂T (19) ∂h = (T + RR)T where Rfl is given by (20), and ϑ̄0 and ϑ̄ are the angles after refraction by the Fresnel boundary derived as: where h is the layer thickness and ³ ´ ³ ´ ϑ̄0 = arcsin η−1 sin ϑ0 , ϑ̄ = arcsin η−1 sin ϑ (24) 1 R ≡ limh→0 Rh , h 1 6.3. Shade component T ≡ limh→0 (Th − 1) h Let us evaluate the last term in (18), which represents the correspond to the scattering operators for an infinitesimally substrate reflectance as observed through the binder with thin layer, and they can be derived from (13). Solving these flakes: equations with successive approximations similar to those used in Section 5.1 of [9] we see that the scattering operators ³ ´−1 of a layer with flakes are approximately Rs,eff ≡ T− Rs 1 − R− Rs T+ (25) where Rs is the substrate reflectance given by (4). The term Rfl (ϑ, ϑ0 , ϕ) = 1 DhSih 4 cos ϑ0 r p (αR )P(βR ) ¡ ¢−1 −[τ(ϑ0 )+τ(ϑ)]h Rs 1 − R − Rs can be calculated by means of expansion = × 1−e [τ(ϑ0 )+τ(ϑ)]h (20) in the Neumann series. After some simple though tedious 0 −τ(ϑ0 )h − 12 h2 R2 Tfl (ϑ, ϑ , ϕ) = e e calculations one obtains ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints ³ ´−1 1 Rs 1 − R− Rs = Rs τ(ϑ) ≈ DhSi[1 − t p (ϑ)] (29) 1 − 2rs Q and therefore for mirror flakes or when we can neglect angu- where lar dependence of reflection and transmission, τ is a constant, so (28) further simplifies and takes the form Z Q≡ R− (ϑ0 , ϑ, ϕ) sin ϑ0 cos ϑ0 dϑ0 sin ϑdϑdϕ (26) rs,eff Rs,eff ≈ [1 − rη (σ)][1 − rη (ϑ)] × cos ϑ (30) Substituting the result in (25) gives π where rs,eff is the effective albedo and can be computed as 1 rs Rs,eff (ϑ, ϑ0 , ϕ) = 1 − 2rs Q π η−2 e−2hτ Z Z rs,eff ≡ rs ³ −2τh ´ − 0 1 − rs DhSihr p 1−e + e−2hτ F(η) × T (ϑ, ϑ , ϕ) cos ϑ sin ϑdϑdϕ 2τh Z Z × T + (ϑ, ϑ0 , ϕ) sin ϑ0 dϑ0 dϕ (27) and F is the averaged Fresnel reflectivity Using approximation (22) and Helmholtz reciprocity Z π/2 r1/η (ϑ̄) = rη (ϑ) (which can be derived directly from the F(η) ≡ r1/η (ϑ) sin 2ϑdϑ (31) Fresnel formulae), we can calculate the integrals of transmis- 0 sion operators, and substituting the above expressions into (27) we obtain If, besides that, flakes are translucent so r p + t p = 1, (29) yields τ = DhSir p then the expression for rs,eff simplifies to: Rs,eff (ϑ, ϑ0 , ϕ) = [1 − rη (ϑ0 )][1 − rη (ϑ)] η−2 e−2hτ ×e−h[τ(ϑ )+τ(ϑ̄)] ¯0 rs,eff = rs ¡ ¢ (32) 1 − 12 rs 1 + e−2hτ [2F(η) − 1] η−2 rs × cos ϑ (28) 1 − 2rs Q π 6.4. BRDF of the whole paint coating where, as usually, ϑ̄0 and ϑ̄ are the angles after refraction by Combining (23) and (30), we obtain the scattering opera- the Fresnel boundary, see (24). tor, and then, dividing by cosine of the outgoing angle, the According to (20), Rfl is only distinct from zero when β BRDF: (refer to (14)) is of the order of variation of flake normal vectors. But when flake’s normal is nearly parallel to paint normal (i.e., β ≈ 0) then the angle of reflection ϑ is close to BRDF(ϑ, ϑ0 , ϕ) ≈ rη (ϑ0 ) 1 δ(ϑ − ϑ0 )δ(ϕ) the angle of incidence ϑ0 ; and also the angle α between ray cos ϑ sin ϑ and flake normals is close to ϑ0 . Formally, one can derive [1 − rη (ϑ0 )][1 − rη (ϑ)] +DhSih from (14) that α ≈ ϑ0 ≈ ϑ in the region where the distribu- 4η2 cos ϑ̄0 cos ϑ̄ tion P is essentially distinct from zero. Replacing in (20) α 1 − e−[τ(ϑ )+τ(ϑ̄)]h ¯0 and ϑ with ϑ0 and substituting the resulting approximation × for Rfl into (26), we obtain after some algebra [τ(ϑ̄0 ) + τ(ϑ̄)]h ¡ ¢ ¡ ¢ ×r p αR (ϑ̄, ϑ̄0 , ϕ) P βR (ϑ̄, ϑ̄0 , ϕ) Z +[1 − rη (ϑ0 )][1 − rη (ϑ)]rs,eff DhSih 1 − e−2τ(ϑ)h Q ≈ r p (ϑ) sin 2ϑdϑ 2 2τ(ϑ)h Z When calculating αR , (βR resp.), by means of (14), the + 1 e−2hτ(ϑ) r1/η (ϑ) sin 2ϑdϑ angles ϑ and ϑ0 must replaced with the angles ϑ̄0 and ϑ̄ after 2 refraction by the paint surface, which can be derived using (24). In the case of small variation of flake orientation (10) ap- proximately yields h1 − t p i(ϑ) ≈ (1 − t p (ϑ)) cos ϑ, thus if In the case of mirror flakes, or when we can neglect the we neglect absorption in the binder (i.e., κ=0), and then the angular dependence of flake reflectance and transmittance optical thickness (21) can be approximated as (and thus optical thickness), this becomes ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints by Fresnel paint-air boundary and pigments in paint. Re- 1 flected light is also attenuated en route to observer, so the BRDF(ϑ, ϑ0 , ϕ) ≈ rη (σ) δ(ϑ − ϑ0 )δ(ϕ) cos ϑ sin ϑ reflected energy which reaches for the eye pupil is +[1 − rη (ϑ0 )][1 − rη (ϑ)]rs,eff +[1 − rη (ϑ0 )][1 − rη (ϑ)] 0 E = I × [1 − rη (ϑ0 )][1 − rη (ϑ)]e−z[τ(ϑ̄ )+τ(ϑ̄)] −2DhSihr p 0 1−e × cos αr p (cos α) × S cos ϑ̄ (34) × 8η2 cos ϑ̄0 cos ϑ̄ ¡ ¢ where the first line describes attenuation in paint and the sec- ×P βR (ϑ̄, ϑ̄0 , ϕ) (33) ond line describes reflectance by flake. Here I is illumination of the paint surface, ϑ0 is the angle of incidence, ϑ̄0 is the The first component in (33) is reflectance by Fresnel angle of incidence after refraction by the paint-air boundary boundary, which ideally contains delta-functions (i.e., it is (24), r p (α) is reflectance of flake surface, S is the flake sur- purely specular). In fact, the paint surface is not ideally face area, rη is the Fresnel reflectance of paint-air boundary, smooth, so the Fresnel reflectance is smoothed over some and flake depth z is a random variable uniformly distributed angular interval. Typically this can be modelled with gaus- in [0, H]. The optical thickness τ along ray path is given in sian bell-shape. (21). The above approach can be also applied to a multi-layer The light beam specularly reflected by a flake platelet is paint. Each layer may contain several kinds of flakes, but we diverging cone of angle equal to the angulat size of light omit this case because of complexity of the corresponding source. Therefore, luminance of all sparkles in the pixel is formulae. (see [31]): 7. SPARKLES (PAINT TEXTURE) 1 1 L = E Under directional illumination, paint surface looks as π∆2 Σ cos ϑ “dusted” with tiny shining sparkles, usually differing in [1 − rη (ϑ)][1 − rη (ϑ0 )]r p (cos α) cos α color from the “background” paint. These fluctuations of lu- = I π∆2 Σ cos ϑ cos ϑ̄0 minance arise due to light reflection directly by flakes. Flake 0 is seen as a “sparkle” if it reflects light directly into observer × ∑ Se−[τ(ϑ̄)+τ(ϑ̄ )]z (35) all sparkles [31] which occurs when its normal vector is close to the bi- sector of the illumination and observation directions. In [31] The sum is over all N sparkles which we assume to be we show that in case of a “nearly point” light source varia- statistically independent because they correspond to differ- tion of the flake’s normal makes cone with solid angle ent flakes. π∆2 cos ϑ Subtracting from luminance (35) its expectation, we get d2n f = the fluctuation δL. During rendering, we first compute the 4η cos αcos ϑ̄ total luminance of a pixel in usual way (using some local where α ≡ αR is the angle of incidence/reflection counted or global illumination model), and then we add the fluc- from flake’s surface, see (14), ∆ is the angular radius of light tuation of luminance (in which case only point and paral- source, η is the refraction index of the binder, ϑ is the angle lel lights are taken into account). If there are several light of observation and ϑ̄ is the angle of observation after refrac- sources, the flake luminance and its mean is a sum for all tion by the paint-air boundary (24). point and parallel lights. The random variables for different light sources are independent, because sparkling caused by The probability for the flake normal to be within the above these light sources affects different flakes. cone is P(β)d 2 n f , where β ≡ βR is the angle between paint’s and flake’s normal vectors, see (14). Therefore expected From (35) one can calculate reflectance by ensemble of number of sparkles in a pixel is: flakes (assuming interreflections are weak) needed in Sec- tion 5.1. This is just the average of the random variable (35), cos ϑ see [31]: hNi = πΣ∆2 · DHP(β) 4η2 cos α cos ϑ̄ where Σ is the area of pixel projection onto the paint sur- BRDF = DhSih face, D is the density of flakes, and H is the paint thickness. [1 − rη (ϑ)][1 − rη (ϑ0 )] × The “actual” number of sparkles N is a Poisson deviate with 4η2 cos ϑ̄0 cos ϑ̄ mean hNi. 0 1 − e−[τ(ϑ̄)+τ(ϑ̄ )]h × Each sparkle is illuminated with incident light attenuated [τ(ϑ̄) + τ(ϑ̄0 )]h ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints Figure 2: Basic appearance attributes – gloss, glitter and shade. Figure 3: Conventional solid paint with the gloss and shade attributes similar to those shown in Figures 2 and 5a. But ×P(β)r p (cos α) (36) solid paint does not have glitter. 8. RESULTS The paint model described in this paper is a principal com- ponent of an interactive system for designing paint appear- ance based on its composition. At first, the paint composition must be input using the paint editor. Parameters of flakes, pigment particles, binder are specified for every paint layer. The values of the parameters can be interactively changed within the technologically feasible limits. Based on these pa- rameters and the designed paint structure, the BRDF of cur- rently specified paint is computed using our multi-layer paint Figure 4: Two-layer pearlescent paint with the substrate’s model. This BRDF is then used by the parametrized ray trac- color different from that of the paints shown on Figures 2 ing [25] for rendering of a number of predefined views of an and 5a. coated object. For every view and for every pixel all data required by the local illumination model is pre-computed and stored to a disc file prior to the paint design session. This makes possible very rapid update of pixel luminance Glitter is a complex attribute determined by flakes, i.e., the based on the BRDF of currently designed paint. The render- metallic or dielectric (mica) platelets, optionally coated with ing time is constant and depends on the image resolution, titanium dioxide (interference coating) [2,3]. For example, but it is independent of the complexity of scene geometry. the hue of glitter depends on the thickness of the interfer- For example, the whole processing of BRDF computation ence layer of pearlescent flakes (refer to Figure 5), and the for a two-layer pearlescent paint using the fast paint model color of metallic flakes (Figure 6). Figure 5a (correspond- (described in Section 6) and rendering an image of resolu- ing to "pearl.bmp" on the conference CD) and "metal.bmp" tion 640 x 480 takes about 0.14 seconds on a Pentium III, on the conference CD show the appearance of two paints 500 MHz processor. If the full version of the paint model that differ only by the kind of flakes - one with pearlescent (described in Sections 4 and 5) is used then the analogous and the other with metallic flakes (and the average color of processing requires about 0.5–5 seconds depending on the the pearlescent flake corresponds to the color of the metallic type of updated paint parameter. The computation require- flake). For metallic paints the hue of glitter does not change ments increase with the complexity of the paint structure. with the viewing direction, while such differences can be For example, a three-layer paint with two types of flakes and readily observed for pearlescent paints (refer to Figures 2 two types of pigment particles requires about 1–9 seconds. and 5a showing images of the same car rendered for two As it can be seen, the response times provided by our sys- different viewing directions). The spread of glitter depends tem are reasonable for interactive paint design. As the final on the variation of flakes orientation, and the glitter inten- result of such paint modelling a record of paint composition sity depends on the flakes density and their mean surface is generated for its manufacturing. area. An interesting effect is sparkling (refer to Figure 6) Figure 2 shows basic appearance attributes [19] such as which becomes noticeable when the painted surface is close shade, gloss, and glitter which are affected by changing paint to the observer. Sparkling mostly depends on the geome- composition. The shade and gloss attributes are common to try of flakes, their density, and area variation. Even more the so-called solid (conventional) paints (refer to Figure 3). complex paint appearance can be obtained for multiple-layer The extent of gloss depends mostly on the roughness of the paints as shown in Figure 7. Note that all images shown in paint surface. Shade depends on the color of layer substrate Figures 2-7 were obtained at interactive speeds including the (refer to Figure 4). paint BRDF modelling. ° c The Eurographics Association and Blackwell Publishers 2001.
Ershov, Kolchin and Myszkowski / Pearlescent Paints 9. CONCLUSIONS AND FUTURE WORK In this paper, we proposed a novel model of multi-layer pearlescent and metallic paints, which derives paint’s BRDF based on its composition. The model is computationally ef- ficient which makes possible interactive design of paint ap- pearance by changing its composition. Since we use the parametrized ray tracing as a high quality rendering tool, the appearance of coated objects of arbitrary geometric com- plexity can be easily designed at interactive speeds. In the current paint model we assumed that flakes are ideal platelets featuring specular reflection, however, mod- ern paints may include flakes of other kinds - such as, dia- mond prisms. Also, we assumed that pigment particles are spherical and obey Mie scattering theory, however, real pig- ments may have more complex shapes, in which case numer- ically derived scattering diagrams should be used. We left as future work the extensions of our model required to handle Figure 5: Two-layer paint with pearlescent flakes of various such complex paint components. thickness of interference coating a) 200 nm, and b) 43 nm (all other paint parameters are the same on a and b). Acknowledgements The authors express their deep gratitude to Dr. A. Fujimoto for his help, interest and valuable remarks. References 1. B. Cabral, N. Max and R. Springmeyer. Bidirectional Reflection Functions From Surface Bump Maps. Pro- ceedings of SIGGRAPH 87, 273–281. 2. P. Callet. Pertinent Data for Modelling Pigmented Ma- terials in Realistic Rendering. Computer Graphics Fo- rum (1996), 15(2), 119–128. Figure 6: Sparkling effect. 3. P. Callet. Physically Based Rendering of Metallic Paints and Coated Pigments. Visualization and Mod- elling (ed. R. Earnshaw et al.), Academic Press, 1997, 287–301. 4. R. L. Cook and K. E. Torrance. A Reflectance Model for Computer Graphics, ACM Transactions on Graph- ics (1982), 1(1), 7–24. 5. K.J. Dana, B. van Ginneken, S.K. Nayar and J.J. Koen- derink. Reflectance and Texture of Real-world Sur- faces. ACM Transactions on Graphics (1999), 18(1), 1–34. Figure 7: A multi-layer paint with two layers containing 6. J. Dorsey and P. Hanrahan. Modeling and Rendering of pearlescent flakes with different densities. Flakes differ by Metallic Patinas. Proceedings of SIGGRAPH 96, 387– thickness of the interference coating. 396. 7. J. Dorsey, A. Edelman, J. Legakis, H. Wann Jensen and H.K. Pedersen. Modeling and Rendering of Weathered Stone. Proceedings of SIGGRAPH 99, 225–234 8. J.S. Gondek, G.W. Meyer and J.G. Newman. Wave- length Dependent Reflectance Functions. Proceedings of SIGGRAPH 94, 213–220. ° c The Eurographics Association and Blackwell Publishers 2001.
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