Questions tagged [pbr]
The pbr tag has no usage guidance.
78
questions
23
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2
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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 ...
18
votes
2
answers
7k
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What is the accepted method of converting shininess to roughness, and vice versa?
Most modern renderers use physically-based materials and their models are often parameterized over roughness. Since this wasn't always the case with renderers, conventional assets often don't have a ...
14
votes
1
answer
1k
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Confused with PBR implementations
I'm discovering the wonderful world of math and I'm hitting a huge wall with PBR and naming so I have a few questions:
As far as I understand BRDF describe how a material react to light (incoming ...
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 ...
12
votes
2
answers
3k
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Why normalise Lambertian BRDF by 1/pi?
Why is a Lambertian BRDF normalised by dividing by $\pi$? Since the area of a unit sphere is $4 \pi$, and the area of the half sphere above the surface is $2 \pi$, shouldn't it rather be $1/(2\pi)$?
12
votes
1
answer
814
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Rendering in radiometric units or photometric?
In traditional rendering, it is typical to do all the calculations with radiometric units, either as full spectral rendering, or component-wise (XYZ, RGB, etc).
However, as modern rendering adds more ...
12
votes
1
answer
6k
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Correct form of the GGX geometry term
I'm trying to implement a microfacet BRDF in my raytracer but I'm running into some issues. A lot of the papers and articles I've read define the partial geometry term as a function of the view and ...
11
votes
3
answers
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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 ...
10
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2
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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-...
6
votes
1
answer
787
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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 ...
6
votes
1
answer
2k
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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 ...
6
votes
1
answer
819
views
The reciprocity of BRDF
Many books describe that a BRDF has the following property (reciprocity):
$$f_r(x, \Theta \to \Psi ) = f_r(x, \Psi \to \Theta)$$
Why is the above equation correct?
I think the above equation ...
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
2
answers
4k
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How to calculate attenuation and radiance in PBR? (point and directional lights)
I would like implement physically based rendering, following this tutorial
I was able to find a list of light sources ordered by lumens, but I have no idea how to use it in the calculations.
...
6
votes
1
answer
135
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Monte Carlo Integration
Let $I$ = the value of integration and $p$ = probability distribution.
The estimator is denoted as $\left\langle I \right >$ and is
$$\left\langle I \right >=\frac{1}{N}\sum_{i=1}^{N}\frac{f(...