reflect and refraction Oct 9 2025 8 minutes read (About 1197 words) 反射方向反射定律:$\theta_i = \theta_o$ Read More
shading model Oct 9 2025 4 minutes read (About 664 words) Lambert Model$$I_o = D * I_i\cos(\theta)$$ $$D = \frac{\rho_d}{\pi}$$ Read More
why Not PI in BRDF implement Oct 9 2025 4 minutes read (About 535 words) 案例分析Lambert的BRDF为$\frac{c_{d}}{\pi}$,在Unity中,Lambert光照实现为: Read More
why normal transform use inverse-transpose matrix Oct 9 2025 a few seconds read (About 81 words) 定义$T$为切线,$N$为法线,$M$为切线的变换矩阵,$Q$为法线的变换矩阵 Read More
IBL Oct 9 2025 14 minutes read (About 2035 words) Reflectance equation这里采用的反射模型如下:$$L_o(p,\omega_o) = \int_\Omega (k_d \frac{c}{\pi} + k_s \frac{DFG}{4(\omega_o \cdot n)(\omega_i \cdot n)})L_i(p,\omega_i)(n \cdot \omega_i) d\omega_i$$ Read More
Microfacet Theory Oct 9 2025 7 minutes read (About 1001 words) 微面元理论微面元理论认为粗糙表面是由细小的微面组成的,每个微面元都满足完美镜面反射 Read More
preintegrated skin rendering Oct 9 2025 6 minutes read (About 968 words) 预积分皮肤渲染本文主要记录预积分皮肤渲染的思路以及一些要点解析 Read More
Radiometry Oct 9 2025 9 minutes read (About 1326 words) 光模型图形学中使用最常用的是几何光学,该模型中,物体的尺寸远大于光的波长 Read More
character wrinkle Oct 9 2025 3 minutes read (About 441 words) 简介将表情与区域掩码相关联,使用表情权重作为正常法线与皱纹法线的过渡权重通过颜色值来区分皱纹区域 Read More