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Questions tagged [pbr]

2 votes
1 answer
83 views

In the PBRT book section on the equation of transfer, they give the equation $\frac{\partial}{\partial t}L_o(p',\omega) = -\sigma_t(p',\omega)L_i(p',-\omega)+\sigma_t(p',\omega)L_s(p',\omega)$, and ...
Shane Simms's user avatar
0 votes
0 answers
49 views

I implemented the entire IBL pipeline using Microsoft's MiniEngine framework, but the specular highlights are not smooth enough in the end. ...
bin guo's user avatar
  • 31
1 vote
1 answer
85 views

In the PBRT book section on null scattering, they define the null-scattering coefficient $\sigma_n$ and the constant majorant $\sigma_{maj}$, and define the equation: $\frac{dL_o(p, \omega)}{dt} = -(\...
Shane Simms's user avatar
1 vote
1 answer
239 views

I recently added Voxel Cone Tracing Global Illumination into my game engine and everything works great. But I need somehow improve my plain ambient lighting without VXGI. Are there any techniques? I ...
John Stoner's user avatar
1 vote
1 answer
94 views

Dassault Systèmes has a spec for their PBR material: Enterprise PBR 2025 I rewrite Eq. 72 for clarity: ...
Tom Clabault's user avatar
2 votes
1 answer
91 views

in chapter 6 of Eric Veach's paper, Veach has proved general reciprocity of BSDF by Kirchhoff’s equilibrium radiance law and detailed balance $$ \frac{f_s(w_i \rightarrow w_o)}{\eta_o^2} = \frac{f_s(...
ckf104's user avatar
  • 23
2 votes
1 answer
659 views

Through reading various sources online, I've become a bit confused. I'll briefly outline what I think I do understand: My understanding is that microfacet-based BRDFs assume there is always a perfect ...
Chris Gnam's user avatar
0 votes
1 answer
384 views

I am implementing fresnel reflections for materials in my renderer. Does it make sense for metals? Here my implementation: ...
TheChamp's user avatar
  • 105

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