I have disscussed a lot about how to implememt and sampling the traditional BRDF models in a path tracing render system which is physically based. But recently I've been tired of the trade off between physics and production. Because of the existance of models like Blinn-phong or phong, it is very hard to adjust a physically plausible result in the shaders. I strongly recommanded to replace these old models with microfacet. But here I still need to discuss how to deduce the constraints.

1. Definitions

We take phong for exemple:

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2.BRDF albedo

We made it be the total hemispherical reflection, the intergration is:

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when we have the perpendicularly incoming direction, the later intergration reach its maximum. Which in this case:

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We can transform the later intergration to :

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We always have:

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This intergration has a upper limit 请输入图片描述.

If we regard the later intergration as 1. We will get the result kd + ks is the BRDF albedo, so when using the phong, we must keep kd+ks<1


Wentao_Wang
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