Re: Lighting (HDR)
Fabian Giesen <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Joe Meenaghan wrote: > Hey All, > > Just a few random questions pertaining primarily to HDR lighting that > I'm hoping to get some insight on. > > 1. I have differing information about the normalization term for the > Blinn-Phong BRDF and I'd like to know which is correct. In Real-Time > Rendering the authors suggest (m + 8) / (8 * pi) based on a > derivation from Sloan and Hoffman. However, in Pharr and Humphrey > (Physically Based Rendering, p.446) they calculate (m + 2) / (2 * pi). > The definite integral solution demonstrated in the > latter appears reasonable to me, so I'm uncertain. Normally I've > associated the m+2 version as the normalization term for plain Phong, > yet, Pharr and Humphrey are very explicitly referring to the Blinn BRDF > and are using the half vector rather than the reflection vector in their > discussion, and they are convincing. Is there something I'm missing? I went through the same thing a few months ago. See the discussion in the comments here: http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ (Including a comment from Naty Hoffman who did the derivation mentioned in RTR). The exact normalization factor obviously depends on what variant of the BRDF you use. I did the computation for typical variants of Phong and Blinn-Phong here: http://www.farbrausch.de/~fg/articles/phong.pdf (also referenced in the discussion above). Hope that helps! Cheers, -Fabian "ryg" Giesen ------------------------------------------------------------------------------ _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list