All Questions
3
questions
1
vote
1
answer
101
views
Shading normal and geometric normal for refractive surface rendering
I got confused when implementing my own renderer. I read this from the PBR-book:
Fortunately, there is an elegant solution to these problems. When evaluating the BSDF, we can use the geometric normal ...
6
votes
2
answers
481
views
PBR missing rim darkening on non metallic rough surfaces
If you have a dielectric (non metallic) sphere with a large roughness value (say, 0.95), and put it in a lighting environment that has a constant onmidirectional lighting value (such as 0.5) Cook-...
6
votes
1
answer
2k
views
Microfacet shading for diffuse materials
I recently replaced the Lambertian BRDF in my path-tracer with Oren-Nayar, under the assumption that I could adjust it to use the GGX distribution model with appropriate masking/shadowing.
PBR ...