shading model Oct 30 2024 Rendering 4 minutes read (About 664 words) Lambert Model$$I_o = D * I_i\cos(\theta)$$ $$D = \frac{\rho_d}{\pi}$$ Read More
preintegrated skin rendering May 28 2023 Rendering 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
IBL Oct 17 2018 Rendering 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
why Not PI in BRDF implement Sep 15 2018 Rendering 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
Disney BRDF Sep 9 2018 Rendering a few seconds read (About 102 words) Disney Diffuse BRDF该模型为经验模型,目的是根据材质的roughness表现的不同,平滑的表面更暗一些,粗糙的表面亮一些 Read More
Microfacet Theory Sep 9 2018 Rendering 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