Re: [Algorithms] Lighting (HDR)
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From: Fabian G. <f.g...@49...> - 2009-07-25 23:36:14
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> That's sort of an over simplification. For example, The Torrance- > Sparrow BRDF has both 1/cos theta_i and 1/cos theta_o terms, not to > make the old shading models match with the new reflection equation, > but intuitively to account for the fact that as you approach grazing > angles, the total projected area of all microfacets seen along a ray > increases (and goes to infinity at grazing when you hit the point of > your ray going through all of the microfacets!) (It is also reciprocal.) Yes, if you divide both by cos(theta_i) and cos(theta_o) it's reciprocal again (since it's symmetrical in both angles), but you cannot divide by just one of them. -Fabian |