All Questions
7
questions
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answers
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Unable to compute fresnel reflections properly
I am implementing fresnel reflections for materials in my renderer.
According to this source, here the look I should obtain when rendering a sphere over a grey background:
I have two implementations. ...
0
votes
1
answer
168
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Does fresnel reflection make sense for metals?
I am implementing fresnel reflections for materials in my renderer.
Does it make sense for metals?
Here my implementation:
...
3
votes
1
answer
807
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Iridescence/Thin-film interference integration as a layer
I'm trying to integrate the thin-film interference effect described in the paper "Belcour, L., & Barla, P. (2017). A practical extension to microfacet theory for the modeling of varying ...
2
votes
1
answer
264
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Confused on reflection coeffcient of Fresnel equations
I am reading a paper about layered materials. However, I am confused on the implementation of this paper. The following picture describe the layered material.
r_ab is a complex reflection coeffcient ...
10
votes
2
answers
2k
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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-...
13
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2
answers
3k
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In a physically based BRDF, what vector should be used to compute the Fresnel coefficient?
The well known Schlick approximation of the Fresnel coefficient gives the equation:
$F=F_0+(1 - F_0)(1 - cos(\theta))^5$
And $cos(\theta)$ is equal to the dot product of the surface normal vector ...
23
votes
2
answers
8k
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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 ...