From Wakapon
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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> | ||
+ | I(\mathbf{x}) = \int\limits_{\Omega} L_i(\omega_i) (n.\omega_i) \, d\omega_i | ||
+ | </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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[[File:S4.gif]] | [[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.