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Tasty Texel

Member Since 16 Jun 2011
Offline Last Active Today, 10:38 AM

Posts I've Made

In Topic: Real-time Physically Based Rendering and Transparent Materials

19 November 2014 - 04:25 AM

About the physics behind alpha: https://www.cs.duke.edu/courses/cps296.8/spring03/papers/max95opticalModelsForDirectVolumeRendering.pdf

In Topic: Reset hidden counter of structured/append/consume buffers

26 October 2014 - 02:45 PM

That's it. Thanks!

In Topic: How can i have a softer Skin using BRDF

06 July 2014 - 04:28 PM

@MJP: Do you use a single curvature map regardless of facial animations?

In Topic: How can i have a softer Skin using BRDF

06 July 2014 - 04:13 AM

If you calculate your curvature map using screen space derivatives of lerped normals then it is only to be expected that the curvature values are constant over individual polygons. Normalizing your normals beforehand could help a bit, I'm not sure how much though.


EDIT: Ok, the prob is that you have to consider the change in position too, which is constant over triangles anyways.

In Topic: cosine term in rendering equation

10 June 2014 - 11:41 PM

I'm trying to reconcile that with the ideal diffuser (Lambert) case now... The lambert BRDF is just "k" (diffuse colour), so for a white surface we typically just use dot(N,L) in our per pixel calculations.
If we incorporate the view angle through, we get dot(N,L)/dot(N,V)... which results in a very flat and unrealistic looking surface.

There are actually three cosine terms: dot(incident light dir, surface normal), dot(emitted light dir, normal), dot(viewer dir, normal) -> the last two cancel out (the differential area over which the emitted light is distributed grows proportionally to the observed differential area).