Re: [Algorithms] Lighting (HDR)
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From: Fabian G. <f.g...@49...> - 2009-07-25 19:01:21
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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 |