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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
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
10 votes
2 answers
2k views

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

I am currently working with Earl Hammon Jr's Presentation PBR Diffuse Lighting for GGX+Smith Microsurfaces (now mentioned as [PBR, p.XYZ] and have read through (among others) Brent Burley's Physically-...
Tare's user avatar
  • 1,566
11 votes
3 answers
2k views

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

So I been thinking about this for a while and tried to google for an answer but without any success. If all your textures are 8bit LDR images, like JPEGs, couldn't that potentially cause conflicts ...
Kristoffer Helander's user avatar
23 votes
2 answers
8k views

How to properly combine the diffuse and specular terms?

As far as I understand, in a BRDF the Fresnel term is telling us the probability for a photon to be reflected or refracted when it hits a surface. The reflected photons will contribute to the ...
Julien Guertault's user avatar