# Tag Info

## Hot answers tagged diffuse

14 votes
Accepted

### How to properly combine the diffuse and specular terms?

Using two Fresnel terms is correct in the sense that any given diffuse path will pass through the surface twice. If you're solving diffusion by tracing a path through the medium until it bounces out ...
• 330
9 votes
Accepted

### 16bit half-float linear HDR images as (diffuse/albedo) textures?

In film production, we almost never use 8-bit textures for color/albedo, because of banding, etc. (JPEG is especially problematic since by spec, it's sRGB rather than linear values.) We either use '...
• 206
9 votes
Accepted

### Should not specular reflection on a rough surface be similar to diffuse reflection?

No, because the underlying physics is not the same, nor the lobe shape - not to speak of their parameters such as color and Fresnel term. Specular is really true surface interaction with the ...
• 1,289
8 votes

### 16bit half-float linear HDR images as (diffuse/albedo) textures?

Yes, it's possible in some extreme cases for HDR lighting and tonemapping to expose banding issues in color textures. In those cases, having a higher bit depth for the textures could be useful. ...
• 23.7k
8 votes

### How to properly combine the diffuse and specular terms?

While browsing to properly write my question, I actually found the answer, which happens to be very simple. Another Fresnel term is also going to weight in as the photons make their way out of the ...
• 4,240
6 votes
Accepted

### Derivation of Wikipedia's path tracing diffuse BRDF

When you perform regular Monte Carlo integration over a hemisphere using $N$ samples, each sample represents $\frac{2\pi}{N}$ steradians. So the Monte Carlo integration for Lambertian BRDF is: \...
• 3,566
6 votes
Accepted

### Why is the half vector not used in diffuse BRDF Fresnel calculations?

I finally figured out a flaw in my argumentation to use the half vector for the diffuse part. tl;dr version: $\alpha_{hi}$ and $\alpha_{ho}$ are not equal, this assumption only works for the specular ...
• 1,457
5 votes

### 16bit half-float linear HDR images as (diffuse/albedo) textures?

I'd like to invite readers to read this article about Quake 2 engine rasterization technology explained in details, if they have the time. If TLDR, please pay attention to this image: What we see is ...
• 613
5 votes
Accepted

### Intuitively understanding conservation of energy for the Lambertian BRDF

A perfect Lambert reflector actually reflects light in a cosine distribution - that is, the amount of light per unit area reflected in any given direction $R$ is proportional to $N \cdot R$. The ...
• 2,302
4 votes

• 2,195
1 vote

...
• 2,433
1 vote

### Data fitting SVBRDF with L-M

I read that paper as well last year. There's a strong assumption made by authors which is the "stationary". What this means is that in absence of light in given 3000x2000 pixels image the material is ...
• 464

Only top scored, non community-wiki answers of a minimum length are eligible