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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&...
NullPointerException's user avatar
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 ...
mbl's user avatar
  • 301
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. ...
user48423's user avatar
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^\...
David Kuri's user avatar
  • 2,293
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 ...
Tarta's user avatar
  • 355
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. ...
hmkum's user avatar
  • 131