All Questions
6
questions
0
votes
1
answer
799
views
What does GGX stand for?
Many render engines implement the microfacet model for rendering surfaces that are rough, metallic, and/or transparent, a concept first published in "A Reflectance Model for Computer Graphics&...
0
votes
1
answer
145
views
How can I transform the circular blinn-phong specular into a square shaped highlight?
I am creating a custom shading model in Unreal Engine and I would like to create a square shaped specular highlight, without changing the shape of the light itself.
I tried following the approach ...
1
vote
0
answers
234
views
Calculation of reflection vector in Phong specular lighting
I wrote the following phong reflection model for ray tracing in Rust, but I am not sure about the calculation of a reflection vector for the specular reflection.
...
5
votes
1
answer
2k
views
Phong and the Rendering Equation: What's with the cosine?
Ignoring emission and shadowing for simplicity, the rendering equation can be stripped down to:
$$L(x, \, \vec \omega) = \int_{\Omega}{f_r(x, \, \vec \omega^\prime, \, \vec \omega) \, (\vec \omega^\...
3
votes
1
answer
835
views
How to create specular surface in Mitsuba Renderer
I am a newbie in computer graphics and I am trying to develop a special case of path tracing really slowly! But first: I came up studying the Mitsuba renderer and one of its uses in the so-called GDPT ...
10
votes
1
answer
912
views
Trying to implement Microfacet BRDF but my result images are wrong
I am trying to implement microfacet BRDF model. I am reading Sebastien Lagarde's slides. I implemented formulas to my code but i think result image is wrong.
Yellow is base color of material. ...