Visual appearance

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The visual appearance of objects is given by the way in which they reflect and transmit light. The color of objects is determined by the parts of the spectrum of (incident white) light that are reflected or transmitted without being absorbed. Additional appearance attributes are based on the directional distribution of reflected (BRDF) or transmitted light (BTDF) described by attributes like glossy, shiny versus dull, matte, clear, turbid, distinct, etc. Since "visual appearance" is a general concept that includes also various other visual phenomena, such as color, visual texture, visual perception of shape, size, etc., the specific aspects related to how humans see different spatial distributions of light (absorbed, transmitted and reflected, either regularly or diffusely) have been given the name cesia . It marks a difference (but also a relationship) with color, which could be defined as the sensation arising from different spectral compositions or distributions of light.

Contents

Appearance of reflective objects

The appearance of reflecting objects is determined by the way the surface reflects incident light. The reflective properties of the surface can be characterized by a closer look at the (micro)-topography of that surface.

Structures on the surface and the texture of the surface are determined by typical dimensions between some 10 mm and 0.1 mm (the detection limit of the human eye is at ~0.07 mm). Smaller structures and features of the surface cannot be directly detected by the unaided eye, but their effect becomes apparent in objects or images reflected in the surface. Structures at and below 0.1 mm reduce the distinctness of image (DOI), structures in the range of 0.01 mm induce haze and even smaller structures affect the gloss of the surface.

Definition
diffusion, scattering
: process by which the spatial distribution of a beam of radiation is changed in many directions when it is deviated by a surface or by a medium, without change of frequency of its monochromatic components. [1]
Appearance of reflective objects
Appearance-R.png


Figure 1:Manifestation of surface properties upon reflection of light. Structures with dimensions, λ, above 0,1 mm can be seen directly by the unaided eye (focus on surface), smaller structures become manifest by their effect on the directional distribution of the reflected light (focus on source). Structures at and below 0,1 mm reduce the distinctness of image (DOI), structures in the range of 0,01 mm induce haze and even smaller structures affect the gloss of the surface.

Basic types of light reflection

Figure 2A: Specular, mirror like reflection. The inclination of the reflected beam is identical to the inclination of the incident beam. Specular-Reflection-1.png
Figure 2A: Specular, mirror like reflection. The inclination of the reflected beam is identical to the inclination of the incident beam.
Figure 2B: Reflection haze, the incident light beam is scattered about the specular direction. The intensity of reflection in the specular direction is reduced. Haze-Reflection-2.png
Figure 2B: Reflection haze, the incident light beam is scattered about the specular direction. The intensity of reflection in the specular direction is reduced.
Figure 2C: Ideal (i.e. Lambertian) scattering of the incident beam. The reflected radiant power is constant for all angles of inclination. Lambertian-Reflection-3A.png
Figure 2C: Ideal (i.e. Lambertian) scattering of the incident beam. The reflected radiant power is constant for all angles of inclination.
  • Specular reflection : a perfectly smooth surface (mirror) reflects incoming beams of light in such a way that the angle of inclination of the reflected beam, θr, is exactly the same as the angle of the incident beam, θi.
  • Reflection haze: structures on the surface scatter the incident light beam into directions that do not coincide with the specular direction. The radiant power of the incident beam is distributed among all reflected beams, and the maximum of power is usually reflected in the specular direction. Width and height of the bell-shaped curve in fig. 2.2 are depending on details of the surface (micro)-topography.
  • Lambertian reflection : this type of reflection represents an extreme case, since all incident light is scattered into the hemisphere above the surface with the radiance being the same for all directions (isotropic directional distribution). Plain white paper for photocopiers or printers is a good example for a Lambertian diffuse reflector.
Figures 2: Illustration of the basic types of reflection – specular (mirror like, left), haze (center) and Lambertian diffuse (right). The geometry is shown in the upper part, the intensity versus angle of inclination of a detector is shown in the lower part of the diagrams.
Contrast-Disability-Glare.png
Glossy-Matte-394-Profile.png
Figure 3 (left): Light source (fluorescent tube) reflected by a smooth glass surface (left half) and a scattering surface with micro-structures (frosted glass, right half). A distinct image of the lamp is only provided via reflection without scattering.

The scattering of the frosted glass slightly increases the reflected luminance in the areas above and below the position of the lamp (indicated by the arrows). This additional luminance is called haze or veiling glare.

Figure 4 (right): Profile of reflected luminance from the photo in fig. 3 (top to bottom). The scattering of the frosted glass reduces the luminance reflected in the specular direction (A, peaked blue curve vs. B, red curve), but outside the specular direction (at locations C) the luminance is increased by veiling glare.

Appearance of transmissive objects

Appearance of transmissive objects
Appearance-T.png
Figure 5: Scattering of light during transmission with classification of diffuse transmission into wide and small-angle scattering domains, resulting in haze and reduction of clarity, respectively.
Appearance of a Transmissive Object
Blur-by-Scattering-1307-E.png
Figure 6: graduation of a ruler as seen through a translucent scattering layer (frosted glass). The original distinctness of image can be seen in the center of the lower graduation (around 0). On the left side the frosted glass is in contact with the ruler surface and it is 4 cm above the ruler surface at the right side of the image. With increasing distance between ruler graduation and scattering layer the blur (haze, also see turbidity) increases and the distinctness of image (clarity) decreases.

Terminology

Reflective objects [2]

Transmissive objects [4]

See also

Related Research Articles

<span class="mw-page-title-main">Reflectance</span> Capacity of an object to reflect light

The reflectance of the surface of a material is its effectiveness in reflecting radiant energy. It is the fraction of incident electromagnetic power that is reflected at the boundary. Reflectance is a component of the response of the electronic structure of the material to the electromagnetic field of light, and is in general a function of the frequency, or wavelength, of the light, its polarization, and the angle of incidence. The dependence of reflectance on the wavelength is called a reflectance spectrum or spectral reflectance curve.

<span class="mw-page-title-main">Metamerism (color)</span> Perceived matching of colors in colorimetry

In colorimetry, metamerism is a perceived matching of colors with different (nonmatching) spectral power distributions. Colors that match this way are called metamers.

<span class="mw-page-title-main">Diffuse reflection</span> Reflection with light scattered at random angles

Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection. An ideal diffuse reflecting surface is said to exhibit Lambertian reflection, meaning that there is equal luminance when viewed from all directions lying in the half-space adjacent to the surface.

<span class="mw-page-title-main">Specular reflection</span> Mirror-like wave reflection

Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface.

Bidirectional texture function (BTF) is a 6-dimensional function depending on planar texture coordinates (x,y) as well as on view and illumination spherical angles. In practice this function is obtained as a set of several thousand color images of material sample taken during different camera and light positions.

<span class="mw-page-title-main">Bidirectional reflectance distribution function</span> Function of four real variables that defines how light is reflected at an opaque surface

The bidirectional reflectance distribution function is a function of four real variables that defines how light is reflected at an opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, , and outgoing direction, , and returns the ratio of reflected radiance exiting along to the irradiance incident on the surface from direction . Each direction is itself parameterized by azimuth angle and zenith angle , therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle.

<span class="mw-page-title-main">Specular highlight</span> Bright spot of light that appears on shiny objects when illuminated

A specular highlight is the bright spot of light that appears on shiny objects when illuminated. Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene.

<span class="mw-page-title-main">Path tracing</span> Computer graphics method

Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.

<span class="mw-page-title-main">Gloss (optics)</span> Optical property describing the ability of a surface to reflect light in a specular direction

Gloss is an optical property which indicates how well a surface reflects light in a specular (mirror-like) direction. It is one of the important parameters that are used to describe the visual appearance of an object. Other categories of visual appearance related to the perception of regular or diffuse reflection and transmission of light have been organized under the concept of cesia in an order system with three variables, including gloss among the involved aspects. The factors that affect gloss are the refractive index of the material, the angle of incident light and the surface topography.

<span class="mw-page-title-main">Bidirectional scattering distribution function</span>

The definition of the BSDF is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF and BTDF.

<span class="mw-page-title-main">Glare (vision)</span> Bright light which impairs vision

Glare is difficulty of seeing in the presence of bright light such as direct or reflected sunlight or artificial light such as car headlamps at night. Because of this, some cars include mirrors with automatic anti-glare functions and in buildings, blinds or louvers are often used to protect occupants. Glare is caused by a significant ratio of luminance between the task and the glare source. Factors such as the angle between the task and the glare source and eye adaptation have significant impacts on the experience of glare.

<span class="mw-page-title-main">Paint sheen</span> Glossiness of a paint finish

Sheen is a measure of the reflected light (glossiness) from a paint finish. Glossy and flat are typical extreme levels of glossiness of a finish. Gloss paint is shiny and reflects most light in the specular (mirror-like) direction, while on flat paints most of the light diffuses in a range of angles. The gloss level of paint can also affect its apparent colour.

A transparency meter, also called a clarity meter, is an instrument used to measure the transparency of an object. Transparency refers to the optical distinctness with which an object can be seen when viewed through plastic film/sheet, glass, etc. In the manufacture of sheeting/film, or glass the quantitative assessment of transparency is just as important as that of haze.

<span class="mw-page-title-main">Glossmeter</span> Instrument for measuring specular reflection gloss

A glossmeter is an instrument which is used to measure specular reflection gloss of a surface. Gloss is determined by projecting a beam of light at a fixed intensity and angle onto a surface and measuring the amount of reflected light at an equal but opposite angle.

<span class="mw-page-title-main">Distinctness of image</span>

Distinctness of image (DOI) is a quantification of the deviation of the direction of light propagation from the regular direction by scattering during transmission or reflection. DOI is sensitive to even subtle scattering effects; the more light is being scattered out of the regular direction the more the initially sharp image is blurred. In polluted air it is the sum of all particles of various dimensions that induces haze.

<span class="mw-page-title-main">Photometric stereo</span> 3D imaging technique

Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions (photometry). It is based on the fact that the amount of light reflected by a surface is dependent on the orientation of the surface in relation to the light source and the observer. By measuring the amount of light reflected into a camera, the space of possible surface orientations is limited. Given enough light sources from different angles, the surface orientation may be constrained to a single orientation or even overconstrained.

The study of image formation encompasses the radiometric and geometric processes by which 2D images of 3D objects are formed. In the case of digital images, the image formation process also includes analog to digital conversion and sampling.

There are two different types of haze that can occur in materials:

<span class="mw-page-title-main">Physically based rendering</span> Computer graphics technique

Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. PBR principles may be implemented in real-time applications using Shaders or offline applications using Ray tracing (graphics) or Path tracing.

<span class="mw-page-title-main">Cesia (visual appearance)</span>

Cesia is the name given to visual appearances related to the perception of different spatial distributions of light. Light radiation that is not absorbed by an object can be reflected or transmitted either diffusely or regularly. These interactions of light with matter are perceived with a greater or lesser degree of gloss, more or less transparent, translucent or opaque, at different levels of darkness.

References

  1. CIE No17.4-1987: International lighting vocabulary, 4th ed. (Joint publication IEC/CIE)
  2. ASTM Standards on Color & Appearance Measurement
  3. ASTM E–430: Standard Test Methods for Measurement of Gloss of High-Gloss Surfaces by Goniophotometry
  4. ASTM Standards on Color & Appearance Measurement

BRDF