Questions tagged [brdf]
The brdf tag has no usage guidance.
149
questions
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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 (...
0
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0
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70
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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
answer
467
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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 ...
1
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2
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428
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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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0
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221
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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(\...
1
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1
answer
95
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Value range of normal distribution function
Is the normal distribution term D in the Cook-Torrance BRDF supposed to be between 0 and 1? What does this number actually represent?
2
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1
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402
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Rendering equation for spherical lights
I am currently implementing spherical lights in my DirectX game engine. I decided to build the shading formula from the classical rendering equation. Here is what I get:
The simplifications show that ...
1
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0
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108
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Oren-Nayar Reflectance
I'm trying to implement Oren-Nayar reflectance and I don't quite understand the Wikipedia article on it.
In the article, it has this diagram:
I can't figure out what $(\theta_i, \phi_i)$ and $(\...
2
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0
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597
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Implementing GGX VNDF importance sampling with DXR
I am currently implementing the GGX specular BRDF in a DXR raytracer using the importance sampling method describe by Heitz
I am sampling the VNDF with:
...
1
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1
answer
989
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Roughness Value of (Close to) Zero in Physically Based Rendering
In my Direct Light Physically Based Renderer, when I set the roughness too low (ie. 0.0 or close) the specular reflection doesn't show, not even at high resolutions and at perfect angle with the ...
0
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1
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125
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Microfacet BRDF artifacts
I've been trying to implement a microfacet specular BRDF based on the equations in Real Shading in UE4, but I'm getting weird ring-shaped artifacts in the highlights of rough surfaces:
Here's the ...
0
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1
answer
117
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Physically realistic received irradiance values given some BRDF?
I am trying to simulate the actual response of a camera given some object that is reflecting light. I've written a ray tracer, and have a BRDF that I need to use, and I have a camera sensitivity in ...
1
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0
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56
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Where to find BRDF textures
I've read about measured BDRFs and models like cook-torrance have parameters that need to be set. It isn't hard to imagine that these parameters and the measured properties would vary from point to ...
3
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1
answer
358
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Strange dark spot when lighting in deferred rendering PBR shaders
It's probably something obvious but there seems to be a strange issue with lighting in my pipeline. I'm trying to keep everything in world space at the moment for simplicity but cannot figure out what'...
3
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0
answers
260
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Microfacet GGX not integrating as expected
I'm trying to complete a look-up table for an energy-conserving variation of microfacet GGX as implemented here: https://patapom.com/blog/BRDF/MSBRDFEnergyCompensation/
I have a (pretty standard) GGX ...
2
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1
answer
87
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Confusion about data types in Jensen's subsurface scattering paper
I am currently trying to implement Jensen's paper on subsurface scattering, but I am getting confused when I am trying to implement it in my pathtracer. I have questions about the data types of ...
6
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2
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877
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Can microfacet BRDF (including ggx) represent perfect mirror?
Perfect mirror's brdf is simple,
$F\frac{\delta(\omega_i-\omega_r)}{|\cos(\theta_r)|}$
as in http://www.pbr-book.org/3ed-2018/Reflection_Models/Specular_Reflection_and_Transmission.html
As shown in ...
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0
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83
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Questions about BRDF parameterization
Hi I'm trying to get a better understanding of the BRDF modeling. I only implemented naive diffuse(lambert), specular and microfacet BRDF before, but I don't have much experience in mixed BRDFs and ...
5
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0
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517
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Where do "fireflies" come from?
I'm using a renderer developed by other people, and I found there are fireflies. It is strange that in a completely diffuse scene, there are still fireflies presented.
To my understanding, I think it ...
1
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0
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850
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GGX BRDF is greater than 1?
I am implementing a GGX BRDF, this is the formula I used is from:https://schuttejoe.github.io/post/ggximportancesamplingpart1/
And this is my implementation:
...
1
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2
answers
2k
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How to set equivalent PDFs for cosine-weighted and uniform-sampled hemispheres?
I'm trying to add BRDFs to a very basic path tracer. Starting out, I'd like to convert just the Lambertian material, with two different sampling methods, to ensure that everything is working right. ...
8
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1
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3k
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Anisotropic GGX BRDF implementation. How is it related to isotropic GGX BRDF?
Introduction
I am implementing anisotropic GGX BRDF and have encountered strange behaviour of my implementation. I thought that if I compare the microfacet distribution function I have with the one ...
1
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0
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85
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confused on isotropic BRDF
I am reading a paper and there is a part I don't understand:
I am wondering why the isotropic BRDF only depends on the view direction and roughness? Why is the light direction not related?
4
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0
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65
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Ask for help on understanding a formula related to change of variable
Although I have tried for a long time, I cannot understand Eq.(11) of paper "Microfacet Models for Refraction through Rough Surfaces" written by Bruce Walter, Stephen Marschner, Hongsong Li and ...
6
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1
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231
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"Artist Friendly Metallic Fresnel" reversible?
While implementing the "Artist Friendly Metallic Fresnel" paper by Ole Gulbrandsen (http://jcgt.org/published/0003/04/03/paper.pdf), I read that it is fully reversible:
(section 2.3.2): for all r,g ...
0
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1
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207
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total internal reflection implementation in pbrt-v3
I've been implementing a path tracer, referring pbrt-v3. However, I'm a bit confused about its implementation. Code is here.
It seems when we sample to do transmission, it tests if it meets a total ...
1
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1
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150
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Ask for detailed derivation of a formula in "Advanced Global Illumination"
Attached is page 34 of "Advanced Global Illumination", 2nd edition, by Dutre et al. I don't understand how (2.22) is derived from (2.21) and the given incident radiance distribution $L(x\leftarrow\Psi)...
0
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0
answers
74
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Cook-Torrance Specular BRDF Artifact [duplicate]
I am currently experiencing a very obvious artifact that occurs when looking at objects on very grazing angles
Here is a picture of the artifact:
I noticed that the issue was coming from my ...
1
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1
answer
396
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Normal Artifacts On Grazing Angles
I am currently experiencing a very obvious artifact that occurs when looking at objects on very grazing angles
Here is a picture of the artifact:
I noticed that the issue was coming from my ...
2
votes
1
answer
953
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PBR - How to handle multiple BSDFs and material type
So I am in the midst of writing my own path traced renderer and right now I have only implemented the old Blinn-Phong models where we separately calculated the diffuse and specular components of the ...
3
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1
answer
457
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Importance Sampling in Unreal Engine Formula Derivation (Irradiance term)
I am currently trying to understand IBL in Unreal Engine, and there are so much things that I don't understand about the formula. Unreal approximate the specular term of shading equation by doing ...
5
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2
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158
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Refraction: given an incoming and transmitted direction, can I deduce the normal?
It's easy to find guides to calculating the transmitted direction of light given an incoming direction, the normal, and indexes of refraction. However, I can't find anything about determining the ...
6
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1
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395
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Radiative Transfer Equation for Photorealistic Rendering
I've recently become interested in photorealistic rendering, and I've been looking at the different rendering philosophies. I read this Disney Research bachelor's thesis, which states both the ...
1
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0
answers
114
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How to validate whether a reflection model is implemented correctly?
I think this is one of the most important part when you write a physically-based renderer.
The solution I came up with is to put a sphere to the scene with a constant background radiance. Solve the ...
5
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1
answer
2k
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Phong and the Rendering Equation: What's with the cosine?
Ignoring emission and shadowing for simplicity, the rendering equation can be stripped down to:
$$L(x, \, \vec \omega) = \int_{\Omega}{f_r(x, \, \vec \omega^\prime, \, \vec \omega) \, (\vec \omega^\...
5
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1
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2k
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BRDF normalization
I don't understand how to normalize the BRDF.
the constraint is that for each incoming ray, the exitant ray will be $1$ at most
ie integral of hemisphere of $f_r\cdot\cos(\theta)$ where $f_r$ is the ...
24
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3
answers
26k
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What is the difference between radiance and irradiance in BRDF
Currently I am reading the BRDF section from Real Time Rendering and I am having a hard time to visually understand the definition of this function. BRDF is the ratio between the radiance in outgoing ...
3
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0
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81
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Predicting reflectance functions from complex surfaces
There are three principal ways to obtain a BRDF. We can
Derive an analytic formula using physical principles
Use simulation given an assumed or measured model of the surface
microgeometry
Measure the ...
3
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0
answers
500
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Wrong output while implementing GGX importance sampling
I'm receiving a non-energy conserving output while trying to importance sample the GGX Distributionof the Microfacet model, which is generally 3-4 times bigger than the resulting PDF
I'm following ...
3
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2
answers
1k
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What is a Gaussian Lobe concerning BRDF and NDF?
I was reading a paper about voxel cone tracing and came across this term. So, what is a Gaussian Lobe or a Lobe in general?
I am asking in the context of Computer Graphics, BRDF and NDF.
2
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2
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2k
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Relationship between roughness and BRDF
In a BRDF $f_r$, assume Cook-Torrance model, we have a microfacets distribution $D$. This distribution essentially models the rougheness of the material as far as I've understood. Given a direction $v$...
6
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1
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2k
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Microfacet shading for diffuse materials
I recently replaced the Lambertian BRDF in my path-tracer with Oren-Nayar, under the assumption that I could adjust it to use the GGX distribution model with appropriate masking/shadowing.
PBR ...
1
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1
answer
987
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Phong Modified BRDF Implementation
According to: https://www.cs.virginia.edu/~jdl/importance.doc
For a specular sample: (page 4 of the document) $$pdf(\theta_{i}) = \frac{n+1}{2\pi} \cos^n(a)$$
And this is how you choose an ...
7
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1
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2k
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Intuitively understanding conservation of energy for the Lambertian BRDF
The Lambertian BRDF is defined as $R / \pi$, where the division by $\pi$ is there to maintain conservation of energy. The derivation is provided here.
The maths makes sense, and I can understand ...
1
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1
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1k
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How can I implement this BSDF?
I am trying to implement a path tracer, but I have some problem. The class Spectrum is color. I implemented a mirror material like this:
...
6
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1
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1k
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Where does the cosine factor comes from in the GGX PDF?
The GGX NDF, as it appears on the paper where it is presented is:
$$D(m)=\frac{\alpha_g^2\space\chi^+(m\cdot n)}{\pi\cos^4(\theta_m)(\alpha_g^2+\tan^2(\theta_m))^2}$$
It is equivalent, in the range $...
6
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1
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198
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fix over exposure in importance sampling in screen space reflections
I am having my first encounter with the rendering of indirect reflections in the form of screen space reflections in a game engine, but i am struggling to get correct looking results.
(patterns arise ...
4
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1
answer
569
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Roughness Remapping
I have been recently exploring physically-based rendering (PBR), but there is one part that still confuses me. I don't quite get roughness remapping, as described in the PBR section on Learn OpenGL. ...
9
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0
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2k
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Diffuse BRDF component of the Disney BRDF
In the SIGGRAPH course:
BURLEY B.: Physically Based Shading at Disney, SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production, 2012.
it is mentioned that some BRDF ...
2
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0
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476
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How to simulate specular reflection in Light Tracing?
I am implementing light tracing from this website.
The right wall on the below image is perfect mirror(specular reflection). Its BRDF returns zero that's why it's been rendered black. But how is it ...