Re: Lighting (HDR)
Fabian Giesen <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
> That's sort of an over simplification. For example, The Torrance- > Sparrow BRDF has both 1/cos theta_i and 1/cos theta_o terms, not to > make the old shading models match with the new reflection equation, > but intuitively to account for the fact that as you approach grazing > angles, the total projected area of all microfacets seen along a ray > increases (and goes to infinity at grazing when you hit the point of > your ray going through all of the microfacets!) (It is also reciprocal.) Yes, if you divide both by cos(theta_i) and cos(theta_o) it's reciprocal again (since it's symmetrical in both angles), but you cannot divide by just one of them. -Fabian ------------------------------------------------------------------------------ _______________________________________________ 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