Questions tagged [pbr]
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78
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PBR : Understanding the right part of Split sum integration of specular IBL
This is the website I am learning from.
In the specular part of IBL this is the split sum approximation
Now the left part of the equation I have asked in This post and I have understood everything ...
0
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1
answer
125
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PBR : generating dynamic HDR maps
Most of the PBR tutorials out there use HDR maps loaded from disk. But in games these maps need to be generated by taking snapshots of the scene from the objects location which is where problems arise....
0
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2
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495
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PBR : Understanding importance sampling
I have read this article
On PBR and in it we have NDF function defined as follows
Then I have read this article on random vector generation
Here are what I feel are the important bits.
Now jump to ...
0
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1
answer
441
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Path tracing: How to ensure we are sampling a direction vector within the visible hemisphere of a surface?
Given a surface Normal vector of an intersection point, how can one generate a random direction vector that is guaranteed to be in the visible hemisphere? The way I ...
3
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0
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653
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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
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2
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499
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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.
...
0
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1
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322
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BRDF for point lights should not return values over 1
This is standard Cook-Torrance BRDF in formulation for a single point light. No intergrals over a hemisphere, just a single direction to a source of incoming energy.
$$
L_o = { \bigg ( (1-F) \frac{...
0
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1
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538
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What is wrong with my metallic PBR shader?
I feel like my light conservation math isn't correct, but I am not sure which part is wrong.
Is reflected light supposed to influence the diffuse light?
Does metalness only affect the reflected ...
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0
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70
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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 (...
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0
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86
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Considering a path generated by bidirectional path tracing under a different strategy
Say I have constructed a path, using bidirectional path tracing (BDPT), consisting of a light subpath $y$ with $s=2$ vertices and a camera subpath $z$ with $t=3$ camera vertices.
Now I want to ...
2
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0
answers
164
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Scaling of the final image in Metropolis Light Transport
I don't understand why the PBR implementation of Metorpolis Light Transport scales the final image by b / mutationsPerPixel.
The authors write:
Each Metropolis ...
0
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0
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66
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Is casting a shadow ray non-symmetric in pbrt?
According to the description in the book, Scene::IntersectP() "checks for the existence of intersections along the [passed] ray". This operatorion should be ...
0
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53
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Distribution of the first vertex on a camera subpath in bidirectional path tracing
Suppose we are sampling camera rays of a perspective camera with a finite aperture. The PBRT implementation of the sampling scheme looks like this:
...
0
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1
answer
598
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Standard ways to create xml scenes for research purposes
I am a newbie in computer graphics and just started working on physically based rendering engines such as Mitsuba.
I found it difficult to create my own scenes, that are xml files. To create one, ...
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Multiple Importance Sampling in Bidirectional Path Tracing
I'm trying to understand the computation of the path density described in the book Physically Based Rendering. They assume that a path $$x=(x_0,\ldots,x_{n-1})=(q_0,\ldots,q_{s-1},p_{t-1},\ldots,p_0)$$...