BRDF

Q  radiant energy:      J        

Φ  radiant flux:       W        dQ/dt

E  irradiance:        W/m2      dΦ/dA

I  radiant intersity:     W/sr        dΦ/dω

L  radiance:         W/(m2sr)    d2Φ/dAproj

 

 

 

 

BRDF 双向反射分布函数

f_{\text{r}}(\omega _{\text{i}},\,\omega _{\text{r}})\,=\,{\frac {\operatorname {d} L_{\text{r}}(\omega _{\text{r}})}{\operatorname {d} E_{\text{i}}(\omega _{\text{i}})}}\,=\,{\frac {\operatorname {d} L_{\text{r}}(\omega _{\text{r}})}{L_{\text{i}}(\omega _{\text{i}})\cos \theta _{\text{i}}\,\operatorname {d} \omega _{\text{i}}}}

 

ω入射光= fi(θ,φ)

ωo 出射光 = fo(θ,φ)

 azimuth angle φ and zenith angle θ

 

所以BRDF 是一个四维函数。

 https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function

 

渲染方程:

L_{​{​{\text{o}}}}({\mathbf  x},\,\omega _{​{​{\text{o}}}},\,\lambda ,\,t)\,=\,L_{e}({\mathbf  x},\,\omega _{​{​{\text{o}}}},\,\lambda ,\,t)\ +\,\int _{\Omega }f_{r}({\mathbf  x},\,\omega _{​{​{\text{i}}}},\,\omega _{​{​{\text{o}}}},\,\lambda ,\,t)\,L_{​{​{\text{i}}}}({\mathbf  x},\,\omega _{​{​{\text{i}}}},\,\lambda ,\,t)\,(\omega _{​{​{\text{i}}}}\,\cdot \,{\mathbf  n})\,\operatorname d\omega _{​{​{\text{i}}}}

 

 

 

dω = sinθdθdφ

推导:

    --PBR,From Theory to Impllementation

 

Microfacet Theory

f = D()G()R()

 

 

Microfacet Distrbution Function,D

Shadowing-Masking Function,G

  Beckmann Distribution with width parameter b:

  Phong Distribution with exponent parameter ,p:

  GGX Distribution with width parameter ,g:

 

 

 

 

Fresnel reflectance Function,R

 

Schlick

 

 

Local Subsurface scattering :Diffuse

https://en.wikipedia.org/wiki/Diffuse_reflection

 

Normalized BRDF 的推导

Lambert

Phong

 

Directional hemispherical reflectance

R(l) <=1

 ===========================================

unity的 BRDF1_Unity_PBS

BRDF = kD/pi + kS *(D*V*F)/4

NDF 

 Nomalized BlinnPhong

 GGX 

V -Visiblity term -Smith

 

Schlick approximaation for Fresnel

 

color =  diffuseColor* (gi.diffuse + light.color * diffuseTerm)

    + light.color * specularTerm * FresnelTerm

    + surfaceReduction *gi.specular * Fresnel

 

转载于:https://www.cnblogs.com/minggoddess/p/6093982.html

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