A specular highlight is the bright spot of
light
Light or visible light is electromagnetic radiation that can be perceived by the human eye. Visible light is usually defined as having wavelengths in the range of 400–700 nanometres (nm), corresponding to frequencies of 750–420 tera ...
that appears on shiny objects when illuminated (for example, see image on right). Specular highlights are important in
3D computer graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene.
Microfacets
The term ''specular'' means that light is
perfectly reflected in a mirror-like way from the light source to the viewer. Specular reflection is visible only where the
surface normal
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at ...
is oriented precisely halfway between the direction of incoming light and the direction of the viewer; this is called the half-angle direction because it bisects (divides into halves) the angle between the incoming light and the viewer. Thus, a specularly reflecting surface would show a specular highlight as the perfectly sharp reflected image of a light source. However, many shiny objects show blurred specular highlights.
This can be explained by the existence of microfacets. We assume that surfaces that are not perfectly smooth are composed of many very tiny facets, each of which is a perfect specular reflector. These microfacets have normals that are distributed about the normal of the approximating smooth surface. The degree to which microfacet normals differ from the smooth surface normal is determined by the roughness of the surface. At points on the object where the smooth normal is close to the half-angle direction, many of the microfacets point in the half-angle direction and so the specular highlight is bright. As one moves away from the center of the highlight, the smooth normal and the half-angle direction get farther apart; the number of microfacets oriented in the half-angle direction falls, and so the intensity of the highlight falls off to zero.
The specular highlight often reflects the color of the light source, not the color of the reflecting object. This is because many materials have a thin layer of clear material above the surface of the pigmented material. For example, plastic is made up of tiny beads of color suspended in a clear polymer and human skin often has a thin layer of oil or sweat above the pigmented cells. Such materials will show specular highlights in which all parts of the color spectrum are reflected equally. On metallic materials such as gold the color of the specular highlight will reflect the color of the material.
Models
A number of different models exist to predict the distribution of microfacets. Most assume that the microfacet normals are distributed evenly around the normal; these models are called
isotropic
Isotropy is uniformity in all orientations; it is derived . Precise definitions depend on the subject area. Exceptions, or inequalities, are frequently indicated by the prefix ' or ', hence ''anisotropy''. ''Anisotropy'' is also used to describe ...
. If microfacets are distributed with a preference for a certain direction along the surface, the distribution is
anisotropic
Anisotropy () is the property of a material which allows it to change or assume different properties in different directions, as opposed to isotropy. It can be defined as a difference, when measured along different axes, in a material's physic ...
.
NOTE: In most equations, when it says
it means
Phong distribution
In the
Phong reflection model, the intensity of the specular highlight is calculated as:
:
Where ''R'' is the mirror reflection of the light vector off the surface, and ''V'' is the viewpoint vector.
In the
Blinn–Phong shading model, the intensity of a specular highlight is calculated as:
:
Where ''N'' is the smooth surface normal and ''H'' is the half-angle direction (the direction vector midway between ''L'', the vector to the light, and ''V'', the viewpoint vector).
The number ''n'' is called the Phong exponent, and is a user-chosen value that controls the apparent smoothness of the surface. These equations imply that the distribution of microfacet normals is an approximately
Gaussian distribution (for large
), or approximately
Pearson type II distribution, of the corresponding angle. While this is a useful
heuristic
A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, ...
and produces believable results, it is not a
physically based model.
:Another similar formula, but only calculated differently:
:
:where R is an eye reflection vector, E is an eye vector (
view vector
This is a glossary of terms relating to computer graphics.
For more general computer hardware terms, see glossary of computer hardware terms
This glossary of computer hardware terms is a list of definitions of terms and concepts related to com ...
), N is
surface normal vector
This is a glossary of terms relating to computer graphics.
For more general computer hardware terms, see glossary of computer hardware terms
This glossary of computer hardware terms is a list of definitions of terms and concepts related to com ...
. All vectors are normalized (
). L is a light vector. For example,
then:
:
:
:Approximate formula is this:
:
:
:If vector H is normalized
then
:
Gaussian distribution
A slightly better model of microfacet distribution can be created using a
Gaussian distribution. The usual function calculates specular highlight intensity as:
:
where ''m'' is a constant between 0 and 1 that controls the apparent smoothness of the surface.
Beckmann distribution
A physically based model of microfacet distribution is the Beckmann distribution:
:
where ''m'' is the
rms slope of the surface microfacets (the roughness of the material). Compared to the empirical models above, this function "gives the absolute magnitude of the reflectance without introducing arbitrary constants; the disadvantage is that it requires more computation".
[
However, this model can be simplified since .
Also note that the product of and a surface distribution function is normalized over the half-sphere which
is obeyed by this function.
]
Heidrich–Seidel anisotropic distribution
The Heidrich–Seidel.[Wolfgang Heidrich and Hans-Peter Seidel, "Efficient Rendering of Anisotropic Surfaces Using
Computer Graphics Hardware", Computer Graphics Group, University of Erlange]
/ref> distribution is a simple anisotropic distribution, based on the Phong model. It can be used to model surfaces that have small parallel grooves or fibers, such as brushed metal
A piece of brushed aluminium
A collection of brushed stainless steel Breville small appliances
A DeLorean featuring non-structural brushed stainless steel panels
The Gateway Arch in St. Louis, Missouri ">St._Louis,_Missouri.html" ;"title= ...
, satin, and hair.
Parameters
Input parameters:
* ''D'' = Thread direction ( In original papers this appears as ''T'' )
* ''s'' = Shininess exponent. Values are between 0 and infinity
* ''N'' = Real surface normal
* ''L'' = Vector from point to light
* ''V'' = Vector from point to viewer
* ''T'' = Thread direction based on real surface normal.
* ''P'' = Projection of vector L onto plane with normal T ( in original paper this appears as ''N'' ).
* ''R'' = Reflected incoming light ray against ''T''. Incoming light ray is equal to negative ''L''.
All vectors are unit.
Conditions
If some of the conditions are not satisfied from the list then the color is zero
*
*
*
Note: This list is not optimized.
Formula
First we need to correct original direction of fiber ''D'' to be perpendicular to real surface normal ''N''.
This can be done by projection fiber direction on to plane with normal ''N'':
:
It is expected that fiber is cylindrical. Note the fact that normal of fiber depends on light position.
Normal of fiber at given point is:
:
Reflected ray needed for specular calculation:
:
= Final calculation
=
:
:
Optimization
Calculation of ''R'' and ''P'' are expensive operation. To avoid their calculation original formula can be rewritten in next form:
= Diffuse
=
:
= Specular
=
:
Comments
''T'' can be observed as bump normal and after that it is possible to apply other BRDF than Phong.
The anisotropic should be used in conjunction with an isotropic distribution like a Phong distribution to produce the correct specular highlight
Ward anisotropic distribution
The Ward anisotropic distributio
uses two user-controllable parameters ''αx'' and ''αy'' to control the anisotropy. If the two parameters are equal, then an isotropic highlight results. The specular term in the distribution is:
: