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Member Since 19 Jun 2011
Offline Last Active Nov 05 2013 09:48 PM

Posts I've Made

In Topic: Metallic in UE 4

04 November 2013 - 04:49 AM

Non-metallic materials are achromatic most of a time and thus don't cause the reflections to be colored in any way. In their implementation the more the material is metallic, the more its reflections are colored by the diffuse color. Also the more metallic the material is, the stronger it reflects light in a specular way.

In Topic: Deferred SSDO

29 June 2013 - 07:16 AM

I had the same idea some time ago as well, but actually there's no need to encode the screen spaced approximated visibility function into SH basis. They do it because they need to pass over the function from one pass to the other (DSSDO -> Lighting).

It would be way better, if you just sampled the screen space along the direction of the light and lerp the lights color with the occluders color based on how sure the algorithm is, that the occluder is actually occluding the light. This way there's no need for any spherical harmonics, as you have the full screen space approximated visibility function (technically it's more than just a visibility function, as you can get chromatic information) and you can use that and put it into your rendering equation.

In Topic: Rendering & Saving Environment Maps

27 April 2013 - 04:36 AM

The way it works with the geometry shader, is, that you project each vertex inside the geometry shader onto the different sides and than output the resulting vertices with a SV_RenderTargetArrayIndex semantic which represents which side the projected vertex you are outputting is on.

In Topic: Oren-Nayar with Blinn-Phong Specular

10 April 2013 - 09:04 AM


If you want to check your assumptions, but without computing the integrals by hand, you can always resort to numeric integration using monte carlo sampling. I'm pretty sure, boost comes with a random number generator the produces evenly distributed random directions.

No need for random directions - just use spherical coordinates (and if your BRDF is isotropic, you only need the elevation). Every time you use dot(L, N) in your shader, use cos(theta), and so on. And then you can just integrate it numerically in Mathematica or something.


I don't have a source for this, but I *think* using this approach actually introduces a bias towards the poles. Assuming an unstratified sampling pattern.

If you keep in mind following you can use it without any problem:

In Topic: Your preferred or desired BRDF?

26 February 2013 - 08:02 AM

Any physics textbook will tell you that you can use Fresnel's law for this, and it won't include the viewer's location at all!

I guess that's the problem. The thing is that it should include the view direction as well, since fresnel's law applies as well, when the light is scattering out of the surface to the viewer's direction and not just when light is scattering into the surface. 


Just take a look at section 5.3 in http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf

Their diffuse model is applying their modified fresnel 2 times, once for the view direction and once for the light direction.