Specular highlight
Encyclopedia
A specular highlight is the bright spot of light
Light
Light or visible light is electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight. Visible light has wavelength in a range from about 380 nanometres to about 740 nm, with a frequency range of about 405 THz to 790 THz...

 that appears on shiny objects when illuminated (for example, see image at right). Specular highlights are important in 3D computer graphics
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...

, 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
Specular reflection
Specular reflection is the mirror-like reflection of light from a surface, in which light from a single incoming direction is reflected into a single outgoing direction...

 in a mirror-like way from the light source to the viewer. Specular reflection is visible only where the surface normal
Surface normal
A surface normal, or simply normal, to a flat surface is a vector that is perpendicular to that surface. A normal to a non-flat surface at a point P on the surface is a vector perpendicular to the tangent plane to that surface at P. The word "normal" is also used as an adjective: a line normal to a...

 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.

The reason for blurred specular highlights is now clear. 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 of microfacets

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
Isotropy is uniformity in all orientations; it is derived from the Greek iso and tropos . Precise definitions depend on the subject area. Exceptions, or inequalities, are frequently indicated by the prefix an, hence anisotropy. Anisotropy is also used to describe situations where properties vary...

. If microfacets are distributed with a preference for a certain direction along the surface, the distribution is anisotropic
Anisotropy
Anisotropy is the property of being directionally dependent, as opposed to isotropy, which implies identical properties in all directions. It can be defined as a difference, when measured along different axes, in a material's physical or mechanical properties An example of anisotropy is the light...

.

NOTE: In most equations, when it says it means

Phong distribution

In the Phong reflection model
Phong reflection model
The Phong reflection model is an empirical model of the local illumination of points on a surface...

, 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
Blinn–Phong shading model
The Blinn–Phong shading model is a modification to the Phong reflection model developed by Jim Blinn....

, 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
Pearson distribution
The Pearson distribution is a family of continuous probability distributions. It was first published by Karl Pearson in 1895 and subsequently extended by him in 1901 and 1916 in a series of articles on biostatistics.- History :...

, of the corresponding angle. While this is a useful heuristic 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), N is surface normal vector. 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
Root mean square
In mathematics, the root mean square , also known as the quadratic mean, is a statistical measure of the magnitude of a varying quantity. It is especially useful when variates are positive and negative, e.g., sinusoids...

 slope of the surface microfacets (the roughness of the material). Compare 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 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
Brushed metal
Brushed metal is metal that has been abraded , usually with a fine grit sandpaper. The brushing gives the metal a distinctive look, as it retains some but not all of its metallic lustre and is given a pattern of very fine lines. It can be compared to metal with several small scratches all running...

, satin, and hair. The specular highlight intensity for this distribution is:


where n is the anisotropic exponent, V is the viewing direction, L is the direction of incoming light, and T is the direction parallel to the grooves or fibers at this point on the surface. If you have a unit vector D which specifies the global direction of the anisotropic distribution, you can compute the vector T at a given point by the following:


where N is the unit normal vector at that point on the surface. You can also easily compute the cosine of the angle between the vectors by using a property of the dot product
Dot product
In mathematics, the dot product or scalar product is an algebraic operation that takes two equal-length sequences of numbers and returns a single number obtained by multiplying corresponding entries and then summing those products...

 and the sine of the angle by using the trigonometric identities
Trigonometric function
In mathematics, the trigonometric functions are functions of an angle. They are used to relate the angles of a triangle to the lengths of the sides of a triangle...

.

The anisotropic should be used in conjunction with a non-anisotropic distribution like a Phong distribution to produce the correct specular highlight.

Ward anisotropic distribution

The Ward anisotropic distribution http://radsite.lbl.gov/radiance/papers/ 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:


The specular term is zero if N·L < 0 or N·R < 0. All vectors are unit vectors. The vector R is the mirror reflection of the light vector off the surface, L is the direction from the surface point to the light, H is the half-angle direction, N is the surface normal, and X and Y are two orthogonal vectors in the normal plane which specify the anisotropic directions.

Cook–Torrance model

The Cook–Torrance model uses a specular term of the form.
Here D is the Beckmann distribution factor as above and F is the Fresnel
Fresnel equations
The Fresnel equations , deduced by Augustin-Jean Fresnel , describe the behaviour of light when moving between media of differing refractive indices...

 term,.
For performance reasons in real-time 3D graphics Schlick's approximation
Schlick's approximation
In 3D computer graphics, Schlick's approximation is a formula for approximating the bidirectional reflectance distribution function of metallic surfaces...

 is often used to approximate Fresnel term. G is the geometric attenuation term, describing selfshadowing due to the microfacets, and is of the form.
In these formulas E is the vector to the camera or eye, H is the half-angle vector, L is the vector to the light source and N is the normal vector, and α is the angle between H and N.

Using multiple distributions

If desired, different distributions (usually, using the same distribution function with different values of m or n) can be combined using a weighted average. This is useful for modelling, for example, surfaces that have small smooth and rough patches rather than uniform roughness.

See also

  • List of common shading algorithms
  • Specular reflection
    Specular reflection
    Specular reflection is the mirror-like reflection of light from a surface, in which light from a single incoming direction is reflected into a single outgoing direction...

  • Diffuse reflection
    Diffuse reflection
    Diffuse reflection is the reflection of light from a surface such that an incident ray is reflected at many angles rather than at just one angle as in the case of specular reflection...

  • Fresnel equations
    Fresnel equations
    The Fresnel equations , deduced by Augustin-Jean Fresnel , describe the behaviour of light when moving between media of differing refractive indices...

  • Retroreflector
    Retroreflector
    A retroreflector is a device or surface that reflects light back to its source with a minimum scattering of light. An electromagnetic wave front is reflected back along a vector that is parallel to but opposite in direction from the wave's source. The device or surface's angle of incidence is...

  • Reflection (physics)
    Reflection (physics)
    Reflection is the change in direction of a wavefront at an interface between two differentmedia so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves...

  • Refraction
    Refraction
    Refraction is the change in direction of a wave due to a change in its speed. It is essentially a surface phenomenon . The phenomenon is mainly in governance to the law of conservation of energy. The proper explanation would be that due to change of medium, the phase velocity of the wave is changed...

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