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How to properly use the BRDF from glTF 2.0 specification in path tracing while using metallic/roughness materials?

In rendering, we want to integrate over the light paths (with Monte Carlo integration). The common simplification is that the emissive surfaces emit radiance and the camera is sensitive to radiance, ...
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Fixing bias in Specular lobe

Just so we're on the same page, you should have stated the method you're talking about—something like (rewritten from link) (disclaimer: none of the code in this answer has been tested): ...
geometrian's user avatar
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How to imlement the Phong BRDF

The following are the steps you need to follow: Get the normal vector for the reflecting point as $n$. Calculate reflected direction from normal vector and $I$ in the world frame, as $I_r$ Sample ...
Enigmatisms's user avatar

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