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== Test ==
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== Characteristics of a BRDF ==
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As I see it, integration of light alone times <N,L> yields the irradiance:
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<math>
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I(\mathbf{x}) = \int\limits_{\Omega} L_i(\omega_i) (n.\omega_i) \, d\omega_i
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</math>
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Integrating the BRDF over the hemisphere of directions must yield a radiance.
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== Sources ==
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I've been reading interesting papers from the Siggraph 2012 talk about '''Practical Physically Based Shading in Film and Game Production''' which is available [http://blog.selfshadow.com/publications/s2012-shading-course/ here]
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Some ideas are worth mentioning.
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Prout !
 
  
 
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[[File:S4.gif]]

Revision as of 17:13, 25 December 2012

Characteristics of a BRDF

As I see it, integration of light alone times <N,L> yields the irradiance:

<math> I(\mathbf{x}) = \int\limits_{\Omega} L_i(\omega_i) (n.\omega_i) \, d\omega_i </math>

Integrating the BRDF over the hemisphere of directions must yield a radiance.


Sources

I've been reading interesting papers from the Siggraph 2012 talk about Practical Physically Based Shading in Film and Game Production which is available here

Some ideas are worth mentioning.


S4.gif