Timeline for BRDF and Spherical coordinate in ray tracing
Current License: CC BY-SA 3.0
6 events
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Jun 18, 2020 at 8:32 | history | edited | CommunityBot |
Commonmark migration
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Dec 11, 2015 at 20:54 | vote | accept | Fabrizio Duroni | ||
Dec 11, 2015 at 19:11 | comment | added | Nathan Reed | @FabrizioDuroni I assume you're familiar with how to convert between coordinate systems in general? For tangent space you just have to set up coordinates using the surface normal plus some two vectors perpendicular to it as the axes. For normal mapping, the two vectors are often chosen to match the texture space U and V axes (as mapped to the particular surface). For isotropic BRDFs without normal mapping, it doesn't really matter. | |
Dec 11, 2015 at 12:19 | comment | added | Fabrizio Duroni | Thank you so much for your help @NathanReed. One last question: do you have any good reference material on how to calculate the tangent space and convert my vectors wi and wo to the coordinate space for ray tracing/BRDF? At the moment I didn't find any useful one. In this way I would be able to do some comparison between the way with tangent space and the way using vectors math. | |
Dec 11, 2015 at 6:27 | history | edited | Nathan Reed | CC BY-SA 3.0 |
added 127 characters in body
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Dec 11, 2015 at 6:18 | history | answered | Nathan Reed | CC BY-SA 3.0 |