Skip to main content

Questions tagged [physically-based]

2 votes
1 answer
162 views

This is a more theoretical question. I've been following a ray tracing tutorial and I'm a little confused about how some of the properties of these surfaces are rendered. There's a basic diffuse ...
Vasting's user avatar
  • 123
1 vote
1 answer
236 views

I was reading Deriving radiance from irradiance and intensity and the last comment said that by dividing $r^2$ we convert radiant intensity to irradiance. What confuses me then is the fact that for ...
Balu's user avatar
  • 13
1 vote
1 answer
276 views

I'm trying to implement a basic form of physically based rendering (PBR) and I am using the PBR tutorial from learnopengl dot com as a reference. The PBR I am implementing consists of two parts, ...
unusually_crispy_crisps's user avatar
1 vote
0 answers
91 views

We have two different terms, for example, let's talk about scattering only. Scattering coefficient Scattering cross-section These two terms are supposed to have different physical meaning. I read it ...
Enigmatisms's user avatar
  • 1,462
2 votes
1 answer
786 views

I'm watching the TU Wien rendering lectures in the course we were presented with a rendering equation (first one on the screenshot) and then another, which results from a change of variables (if I ...
analysis1's user avatar
1 vote
0 answers
124 views

The book defines operator $\mathcal{T}$ for the propagation of an exitant function as: if I'm assuming that the position of the point $x$ is on the top-left surface, and that $\Psi$ is considered as ...
Domenico's user avatar
1 vote
1 answer
110 views

Recently I'm reading Eric Heitz's paper 'Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs', in section 5, 5.2, the paper defines the distribution of slopes and then says the ...
Wenjian Zhou's user avatar
1 vote
1 answer
98 views

lately I have been learning about photometry, and everywhere I look I see a BRDF written according to the "dichromatic model". Roughly speaking: $$\rho= \rho_D+\rho_S \cdot (...)$$ for some $...
Lilla's user avatar
  • 113
3 votes
0 answers
67 views

I have spent the longest amount of time just taking the terminology for granted & have only just recently started studying or at least trying to understand the difference between radiometric and ...
Confusedius's user avatar
1 vote
1 answer
524 views

I am somewhat confused with the following issue reading about the rendering equation and BRDFs. That is, the BRDF is usually defined as surface radiance $Lr(ω_r)$ over irradiance $L_i(ω_i)cosθ_i$ for ...
Sam's user avatar
  • 164
1 vote
1 answer
108 views

In pbrt v3, the book gives this description of beam transmittance, but I don't know how to solve the differential equation like it says to get Tr , can someone please tell me how to solve the ...
Wenjian Zhou's user avatar
0 votes
0 answers
144 views

I progammed a simple cloth animation. Initially I tried to implement Hooke's law, but it wasn't numerically stable, presumably because I used explicit Euler. Anyway, I came up with something (WebGL2 ...
fweth's user avatar
  • 127
6 votes
2 answers
472 views

I came across some Non-Euclidean Games which involve Hyperbolic Spaces, Spherical Spaces, Portals, etc. And, I noticed that they give quite deep feel of what Non-Euclidean Spaces feel like. So, I was ...
Monster196883's user avatar
0 votes
1 answer
119 views

This question is NOT about the hardware difficulties and shortcomings of tesselation shaders I am trying to understand the motivation behind tesselation shaders. Why/when/where tesselation is a good ...
Vectorizer's user avatar
0 votes
1 answer
150 views

I believe I already know the answer to this question, but I want to make sure I'm understanding this correctly. Within a physically based rendering pipeline, you calculate your indirect lighting from ...
commanderZiltoid's user avatar

15 30 50 per page
1
2 3 4 5 6