BRDF equation description
The Rendering Equation and BRDFs – jackminnet (home.blog)
Eq.1
Lo = radiance output : vector4 (x,y,z,w) : 0~1 data : radiance calculation
Le = emitter BRDF data : one direction only // from center
Li = raidance incomming
cosθ : light fluctuation calculation ( ex difference of perpendicular and slanted photon area )
dω = object area from the center
https://prooveyourself.tistory.com/6
https://www.shadertoy.com/view/4ljcWm
https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Brushed_Metal
Faking BRDF
CookTorrance equation
D(h) : Distribution Function (분포함수)
G (l,v,h) : Geometry term (기하 항) light, viewDir, halfVector
F(l, h) : Fresnel (half vector)
NDF : Normal Distribution Function (분포함수)
NDF : Normal Distribution Function (분포함수)
Dim MySqr
MySqr = Sqr(4) ' Returns 2.
MySqr = Sqr(23) ' Returns 4.79583152331272.
MySqr = Sqr(0) ' Returns 0.
MySqr = Sqr(-4) ' Generates a run-time error.
Graphics Compendium | Cook-Torrance Reflectance Model
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