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Problem with definition of BSDF and radiance

The Rendering Equation First thing first, the rendering equation in its solid angle formulation in vacuum is: $$L(x,\omega) = L_e(x,\omega) + \int_{S^2} f(x, \omega_i, \omega_o) L(r(x,\omega), -\omega)...
lightxbulb's user avatar
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Problem with definition of BSDF and radiance

Specular, Color, Fresnel BSDF of purely specular surfaces is zero almost everywhere and infinite in one point [...] how do you know what is the reflectance of the surface at that point? From the ...
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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, ...
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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