Re: [Algorithms] reflectance + brdfs = trouble?
Brought to you by:
vexxed72
From: Chris H. <ch...@d6...> - 2001-01-22 19:25:59
|
>Well that was one of the main shortcuts Kautz and co made in the paper they >presented, wasn't it? IIRC, They had a BDRF that had like six inputs, they >dropped two by making it invariant across the surface, leaving four (light >and view direction wrt surface normal), which then allowed for the equation >two be separated into two lookup tables (textures) and two input terms. Right. They sort of ignored the texturing question after that, though. If you've got a fully spacially varying BRDF then I guess you can work all sorts of stuff in there (scuffs, dirt, etc.) that might not be considered inherent albedo color (read: texture). Still, it'd settle for a good way to know whether to + or * the albedo texture in after the BRDF. :) > Remember that you can have even more terms too, as the surface may be >translucent and may scatter light internally. Skin and ice are good >examples. If you've ever been on a frozen lake before, you've seen a good >example of the latter (Canadian guy provides a sample :-) ) Debevec's example at the HCTS was skin, as you'll remember (although Canadian ice is a fine example, eh?). It's got internal reflections and whatnot...think earlobe with a light behind it. I think he said the next step up in lighting studliness was the BSSTF or something like that. You end up with more-Ds because now light can come from any direction, be transmitting out anywhere, and you can look at it from anywhere. Or something like that. :) Chris Game Technology Seminars, about a week away! Physics & Graphics www.techsem.com |