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Questions tagged [diffuse]

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1 vote
1 answer
247 views

Confusion over Microfacet-based BRDFs and Normal Distribution Functions

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
0 answers
93 views

Ray tracing of a diffuse material sphere doesn't work, the sphere just shades black

I made this ray tracer in javascript to run on html with imageData. I have been using the book "Ray Tracing in One Weekend" as a reference (https://raytracing.github.io/books/...
playerJX1's user avatar
  • 101
0 votes
1 answer
209 views

OpenGL old-style diffuse shading producing unexpected effects

Question: What is going wrong with the shape of the contours of constant illumination in the below picture ? Detail: Although Lambertian shading might be ill-regarded because it exposes the hard edges ...
Simon's user avatar
  • 193
1 vote
1 answer
202 views

Specular reflection with different viewing direction where reflection direction and viewing direction coincide

Suppose $P_1$ and $P_2$ two different points on surface. And let $l$: be the light source direction, $n$: normal vector $r$: specular reflection direction $v$: viewing direction . In case 1 (at $P_1$...
S. M.'s user avatar
  • 211
1 vote
0 answers
136 views

Contour-line looking artifact on diffuse irradiance map

I tried implementing my own diffuse irradiance map maker after reading Learn OpenGL > PBR > IBL > Diffuse Irradiance. It takes an HDR image and makes six HDR cube map. But It keeps making ...
Ingun전인건's user avatar
1 vote
2 answers
659 views

question about true Lambertian reflection in Ray tracing in one weekend

I have a question about Peter Shirley's Ray tracing in one weekend. In the True Lambertian Reflection section, when talking about rejection method, he said This distribution scales by the cos^3(ϕ) ...
veggieg's user avatar
  • 31
1 vote
1 answer
283 views

Ray tracing Bug with Diffuse material

I am trying to do ray tracing in python (following the tutorial given in Ray Tracing in a weekend). Basically I am shooting rays from eye and the recursively bounce around, each time they hit ...
fakhir's user avatar
  • 131
0 votes
0 answers
48 views

How to measure the reflectance of a material without using a Spectralon

I am trying to measure the reflectance% of a surface (it is made of Teflon and is very white). I am using a line spectrometer. I believe the piece can replace an expensive Spectralon for some ...
Keyvan Jaferzadeh's user avatar
2 votes
1 answer
588 views

Confusion around Lambert's Cosine Law in Ray Tracing in One Weekend

Peter Shirely's Ray Tracing in One Weekend presents the following function to calculate the color of a lambertian material (See chapter's 7 and 8): ...
countfromzero's user avatar
1 vote
0 answers
112 views

Oren-Nayar Reflectance

I'm trying to implement Oren-Nayar reflectance and I don't quite understand the Wikipedia article on it. In the article, it has this diagram: I can't figure out what $(\theta_i, \phi_i)$ and $(\...
MCMastery's user avatar
  • 111
3 votes
2 answers
1k views

Diffuse lighting calculations in ray-tracer

I am trying to write a ray-tracer. The lighting part is proving to work but not accurately. To debug I simplified the scene to a single sphere centered at the origin with a radius of 1 and a point ...
Anson Zhang's user avatar
0 votes
1 answer
216 views

Factor of 2 converting radiance to irradiance

For a Lambertian surface, the radiance at a point is $$L = \frac{\alpha}{\pi}\cos\theta_i E_0$$ If we have an infinite flat surface, albedo = 1, illuminated directly normal, then we get $$L = \...
HiddenBabel's user avatar
1 vote
0 answers
92 views

How to automatically project texture from high poly mesh to low poly mesh?

I have two aligned meshes: I have exact mapping from each vertex of low poly mesh to surface of a high poly mesh. High poly (~100K vertices) mesh is non-manifold, low poly (~1K vertices) is manifold ...
Charlie's user avatar
  • 161
7 votes
1 answer
2k views

Intuitively understanding conservation of energy for the Lambertian BRDF

The Lambertian BRDF is defined as $R / \pi$, where the division by $\pi$ is there to maintain conservation of energy. The derivation is provided here. The maths makes sense, and I can understand ...
Paul Ferris's user avatar
0 votes
1 answer
123 views

Ringlike artifacts produced by rays bouncing off a light source

I recently set up a (very basic) ray-marched path-tracer, and I'm getting strange surface patterns on my area light [link]. I'm using known-valid analytical normals for the light's surface, and the ...
Paul Ferris's user avatar

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