Questions tagged [brdf]
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144
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Fixing bias in Specular lobe
Im currently making some modifications for a path tracer for Minecraft, specifically adding glossy refractions. The program currently uses for specular reflections this method, linear interpolation ...
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65
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How to imlement the Phong BRDF
I'm really sure that this question was asked before, and I found some code snippets by searching this via google. Unfortunately these snippets are in openGL or some other high level computer graphics ...
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3
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How to calculate the radiance of the reflected light ray using the Blin Phong BRDF
to get the radiance of the Lambertian diffuse reflected light, I have to multiply the constant pdf (rho/pi) with the incoming intensity I0*cos(theta_i), where cos(theta_i) is given by the scalar ...
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59
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Unable to compute fresnel reflections properly
I am implementing fresnel reflections for materials in my renderer.
According to this source, here the look I should obtain when rendering a sphere over a grey background:
I have two implementations. ...
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109
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Does fresnel reflection make sense for metals?
I am implementing fresnel reflections for materials in my renderer.
Does it make sense for metals?
Here my implementation:
...
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134
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Importance sampling of the blinn-phong brdf in pathtracing
tl;dr:
How do you importance sample the blinn-phong-brdf?
Recipe for importance sampling of the phong brdf as far as i understood it (pseudo-code):
...
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123
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Importance sampling in a path tracer
So, I'm attempting to implement a monte carlo path tracer that uses the ggx brdf model. However, I'm rather confused about how to sample the light direction.
I know that theta and phi can be sampled ...
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25
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How to solve GGX roughness from existing maps
I have a problem that I cannot really wrap my head around.
I have a minimal light stage setup to scan heads:
I have cross polarized cameras and parallel polarized cameras.
I have parallel polarized ...
2
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1
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113
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How to properly use the BRDF from glTF 2.0 specification in path tracing while using metallic/roughness materials?
I've built a renderer which should render glTF materials, as they are defined in their specification. So I should be able to render satisfying (similar to Cycles and Ospray) results just from the base ...
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137
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Why do I need to remove the positive charactaristic function for the pdf of the outgoing direction to integrate to 1 with GGX?
Context: I am attempting to implement Trowbridge–Reitz (GGX) based on Microfacet Models for Refraction through Rough Surfaces in a pathtracer. I use numerical integration to check if the pdfs ...
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139
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MIS path tracing got darker image than brute force path tracing
I'm trying to implement the multiple importance sampling path tracing, the MIS path tracing uses the MIS to combine the direct light sampling and brdf sampling to evaluate the direct lighting.
The ...
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136
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The purpose of NdotV in the directional-hemispherical reflectance equation in the book "Real-time rendering book"
I have been reading the book "real-time rendering 4th edition" and came across this Directional-hemispherical reflectance equation.
$$R(\mathbf{l}) = \int_{\mathbf{v}\in\Omega} f(\mathbf{l}, ...
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How to visualize the outgoing directions sampled from BSDF?
I'm trying to find a way to visualize the outgoing directions sampled from BSDF.
More specifically, for a given incident direction, I can sample the outgoing directions, using 'BSDF sample', and I ...
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64
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Is the dichromatic model physically based?
lately I have been learning about photometry, and everywhere I look I see a BRDF written according to the "dichromatic model". Roughly speaking: $$\rho= \rho_D+\rho_S \cdot (...)$$
for some $...
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[Subsurface Scattering]Reflection from Layered Surfaces due to Subsurface Scattering
Recently, I am doing some research about subsurface scattering. i am a little confused about the backscattered radiance mentioned in this paper Reflection from Layered Surfaces due to Subsurface ...
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269
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Cosine in Rendering Equation and BRDF cancel out: Why cosine at all?
I am somewhat confused with the following issue reading about the rendering equation and BRDFs. That is, the BRDF is usually defined as surface radiance $Lr(ω_r)$ over irradiance $L_i(ω_i)cosθ_i$ for ...
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133
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Conflicting definitions for the distribution of normals $D$ in microfacet BSDFs
Please do not confuse this question with this one. In Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, Eric Heitz defines the distribution of normals as.
There, the footnote. ...
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398
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Integrating BRDF using Importance Sampling
I read some articles about BRDF integration with and without importance sampling and I don't understand one thing in equations.
If we integrate a BRDF over hemisphere with uniform sample direction ...
2
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1
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261
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How is the maximum value for alpha (roughness == 1) decided for microfacet models?
Recently I have been looking at pbrt, and was looking at their remapping from roughness to $\alpha$ values:
https://github.com/mmp/pbrt-v3/blob/master/src/core/microfacet.h#L86
I understand that it is ...
0
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1
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78
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PDF of BRDF respecting the spherical coordinates
I'm reading the article Sampling microfacet BRDF.
The GGX function is $D(h)$, the articles says the PDF respecting the spherical coordinates is $P_1(\theta)=D(h)Cos(\theta)Sin(\theta)$. But I think ...
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51
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What is the terminology for the brightest point on a plane
Given a plane, assuming that view direction and light direction are both fixed, there must be point which is the brightest point on that plane(where half vector equals to the normal vector).What is ...
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173
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Confusion of deriving the Jacobian of the reflection transformation in Walter et. al's 2007 paper
When deriving the Jacobian of the reflection transformation in Walter et. al's 2007 paper:
First we have a macrosurface BSDF which is:
$f_{s}(\mathbf{i}, \mathbf{o}, \mathbf{n})=\int\left|\frac{\...
2
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1
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70
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BTF Find Four Closest Sampling Directions
I am trying to use the techniques discussed in this paper to implement a BTF into PBRT. I am stuck on how to actually interpolate the weights of the four closest sampling directions.
At the BTF, I ...
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102
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How to understand Beckmann is a Gaussian distribution in slope space
I'm recently looking into how slope space is used in microfacet BRDF. Can anyone help to explain how Beckmann is a Gaussian distribution in slope space? Thanks
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301
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What is slope distribution
I was reading this slope space integral paper. Can anyone help to explain slope space and slope distribution mentioned in this paper, and why we can use normal and half vector to represent 2D ...
0
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241
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How can I make the simplest physically based mixed specular-diffuse BRDF (and how to properly sample it)?
I am having troubles making a BRDF that has both specular and diffuse part. Each one is weighted by a coefficient and the sum of coefficients should be equal to one.
I want this layered BRDF to be the ...
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165
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How to find the importance sampling function for a specified BRDF?
I am currently working on BRDF and their associated probability density functions (PDF) in order to importance-sample them. It is really hard for me to find the correct way to compute the PDF of a ...
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2
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323
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Why is the symbol for solid angle a small omega in the definition of the BRDF?
In many resources the BRDF is defined like $$f_{r}(\omega_{i},\omega_{r}) = \frac{\mathrm{d}L_{r}(\omega_{r})}{L_{i}(\omega_{i})\,\cos{\theta_{i}}\,\mathrm{d}\omega_{i}}.$$ The index $r$ might be ...
2
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4
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233
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Question about function for color
I would like a help to understand the following line of code:
return float3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));
I've seen some places calling ...
2
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106
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Do all microfacet brdf models diverge at grazing angle?
My question follows directly this one.
Reading the famous paper of Walter, it comes that the plotted curves of figure 13 (in question in the related topic) are not directly the brdf but rather the ...
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278
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Path tracing: How to ensure we are sampling a direction vector within the visible hemisphere of a surface?
Given a surface Normal vector of an intersection point, how can one generate a random direction vector that is guaranteed to be in the visible hemisphere? The way I ...
3
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160
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IBL looks too dark with uniform sampling
I'm making a program that illuminates a sphere using an environment map. For each fragment in the sphere, I compute a many random directions in the hemisphere along the surface normal (no importance ...
0
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1
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182
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Pathtracing - many bounces reduce shadows
I'm creating DXR PathTracer highly influence by Matt Pettineo's one - https://github.com/TheRealMJP/DXRPathTracer ; Relevant HLSL code below:
...
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920
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Importance sampling a cosine distribution
Let's take a look at this blog article - https://schuttejoe.github.io/post/ggximportancesamplingpart1/ and image presented as a result of implementing it:
Inside above link, you can see description ...
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143
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What should I do when a new sampled direction is below a normal oriented hemisphere?
I generate random directions from the pdf of D term in GGX BRDF. On the picture, white dots are new directions and the cross is the light direction, with roughness = 1. What should I do with the ...
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What is 2D BRDF Slice/Lobe?
I was recently trying to read some rendering papers and textbooks. The word 2D BRDF slice/lobe is often used while no official definition is provided. I know that BRDF is a 4D function of input ...
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BRDF for point lights should not return values over 1
This is standard Cook-Torrance BRDF in formulation for a single point light. No intergrals over a hemisphere, just a single direction to a source of incoming energy.
$$
L_o = { \bigg ( (1-F) \frac{...
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2
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589
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BRDF that interpolates between diffuse, glossy and reflective?
Is there a way to obtain a parametrized BRDF that smoothly interpolates between diffuse, glossy and mirror? For example, $\lambda = 0$ would be perfectly diffuse, $\lambda=0.5$ glossy and $\lambda = 1$...
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361
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How do I make sure my cosine-weighted sampling works fine?
I'm working on a pathtracer and while it's working mostly fine, I'm getting different outputs with cosine-weighted sampling and uniform sampling :
Uniform sampling is on the left, cosine-weighted is ...
2
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542
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How to properly combine diffuse and rough specular BRDFs in a path tracer
Looking around here on various sources (including related questions on this site), if my understanding is correct, when implementing a path tracer with a material which has both a diffuse term and a ...
2
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408
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BRDF sampling and evaluation of diffuse vs specular component
When I am sampling diffuse BRDF I am using cosine-weighted distribution and when I want to sample specular BRDF I use sampling by GGX distribution. I can decide how much light is reflected and how ...
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3
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844
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Correct way to think about Fresnel effect
I am using Schlick approximation to calculate the value of the Fresnel effect I found here
When I try to find corner cases for the formula I get the value of 1 when the angle between normal and ...
0
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2
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500
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Understanding of Microfacet monte-carlo path tracing
I am trying to implement BRDF microfacet path tracing and I think I need a little push.
I will explain what I understand so that you can correct my mistakes.
I start with simple rendering equation:
...
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227
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Pdf division in BRDF sampling
While following scratchapixel's tutorial on indirect diffuse implementation in path tracing, the samples gets divided by the pdf, which in case of a uniform pdf results in $1/2\pi$ so we have that the ...
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210
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Understanding BRDF sampling
I'm trying to understand BRDF importance sampling following the exemples of the lambertian/diffuse model and the reciprocal Phong model.
I would like to be able to extend the principle to other ...
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How to handle negative reflection directions in raytracing?
I got a function that generates samples from a GGX visible normal distribution function. When I use it to calculate reflection directions obviously some of these intersect with the surface agin (...
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69
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Formula for non area light BRDFs
I'm reading a graphics book and it talks about BRDFs being the ratio between differential outgoing radiance and differential irradiance. The formula it gives is
f(l, v) = dL(v)/dE(l)
Where l is the ...
3
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1
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431
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Implementing the example of Walter et al. (2007) paper
As the title suggests I'm trying to implement the last images of the "Microfacet Models for Refraction through Rough Surfaces" Paper by Walter et al. in OpenGL
I "think" (I had to ...
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2
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374
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Should ray throughput always decrease when bouncing?
In the accepted answer for the question What is Importance Sampling?, in the example code there is this line:
...
2
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217
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Importance Sampling path tracer, Different pdfs result in different luminance?
I'm having a lot of trouble implementing Importance Sampling path tracer.
If I understand it correctly, what I need to evaluate for a path tracer is this:
$\int_\Omega L_{in}(L) * fr(L, V) * \cos(\...