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25.2. Implementing Reflection Models 639
25.1.3 Diffuse Materials
A material is diffuse if it is matte, i.e., not shiny. Many surfaces we see are diffuse,
such as most stones, paper, and unfinished wood. To a first approximation, diffuse
surfaces can be approximated with a Lambertian (constant) BRDF. Real diffuse
materials usually become somewhat specular for grazing angles. This is a subtle
effect, but can be important for realism.
25.1.4 Translucent Materials
Many thin objects, such as leaves and paper, both transmit and reflect light dif-
fusely. For all practical purposes no clear image is transmitted by these objects.
These surfaces can add a hue shift to the transmitted light. For example, red paper
is red because it filters out non-red light for light that penetrates a short distance
into the paper, and then scatters back out. The paper also transmits light with a
red hue because the same mechanisms apply, but the transmitted light makes it all
the way through the paper. One implication of this property is that the transmitted
coefficient should be the same in both directions.
25.1.5 Layered Materials
Figure 25.3. Light hit-
ting a layered surface can
be reflected specularly, or it
can be transmitted and then
scatter diffusely off the sub-
strate.
Many surfaces are composed of “layers” or are dielectrics with embedded parti-
cles that give the surface a diffuse property (Phong, 1975). The surface of such
materials reflects specularly as shown in Figure 25.3, and thus obeys the Fresnel
equations. The light that is transmitted is either absorbed or scattered back up
to the dielectric surface where it may or may not be transmitted. That light that
is transmitted, scattered, and then retransmitted in the opposite direction forms a
diffuse “reflection” component.
Note that the diffuse component also is attenuatedwith the degree of the angle,
because the Fresnel equations cause reflection back into the surface as the angle
increases as shown in Figure 25.4. Thus instead of a constant diffuse BRDF, one
that vanishes near the grazing angle is more appropriate.
Figure 25.4. The light
scattered by the substrate
is less and less likely to
make it out of the surface as
the angle relative to the sur-
face normal increases.
25.2 Implementing Reflection Models
A BRDF model, as described in Section 20.1.6, will produce a rendering which
is more physically based than the rendering we get from point light sources and
Phong-like models. Unfortunately, real BRDFs are typically quite complicated
and cannot be deduced from first principles. Instead, they must either be measured