All Questions
7
questions
3
votes
0
answers
653
views
Comparing different sampling methods for GGX IBL
I have made a demo that shades a sphere with an environment map. I wanted to compare 3 different ways of sampling the environment.
Uniform sampling.
Importance sampling with the NDF as suggested in ...
0
votes
2
answers
499
views
Ray Tracing, why does the GGX make my rendering result darker and darker for each frame?
I am trying to add GGX and PBR textures to my GPU ray tracer. The result is very strange, it's getting darker for each frame.
...
1
vote
0
answers
70
views
How to handle negative reflection directions in raytracing?
I got a function that generates samples from a GGX visible normal distribution function. When I use it to calculate reflection directions obviously some of these intersect with the surface agin (...
1
vote
0
answers
880
views
GGX BRDF is greater than 1?
I am implementing a GGX BRDF, this is the formula I used is from:https://schuttejoe.github.io/post/ggximportancesamplingpart1/
And this is my implementation:
...
1
vote
1
answer
2k
views
Can't understand the Importance sampling GGX
I've read many articles relating to importance sampling of GGX. However, I still feel confused.
The formula of GGX is :
And many article says we should use this formula to sample:
In the formula, ...
4
votes
0
answers
2k
views
Explanation of math of the Smith G1 term
In appendix A of the paper Microfacet Models for Refraction through Rough Surfaces there is a derivation provided for $\Lambda(w)$ but the mathematics is very confusing. Could somebody help me by ...
6
votes
1
answer
787
views
Dealing with blown-out highlights in PBR
I've been writing some custom shaders based around Unity's Standard BRDF, which is uses GGX distribution term and Smith visibility term. It looks great at either end of the smoothness scale (1 and 2 ...