Microgeometry As we discussed earlier in Section 9.1.3, surface irregularities much smaller than a pixel cannot feasibly be modeled explicitly, so the BRDF instead models their aggregate effect st...
Microgeometry | Real-time Rendering Chapter 9.6
Fresnel Reflectance | Real-time Rendering Chapter 9.5
Fresnel Reflectance In Section 9.1 we discussed light-matter interaction from a high level. In Section 9.3, we covered the basic machinery for expressing these interactions mathematically: the BRD...
Illumination | Real-time Rendering Chapter 9.4
Illumination The $L_i(l)$ (incoming radiance) term in the reflectance equation represents light impinging upon the shaded surface point from other parts of the scene. Global illumination algorithm...
The BRDF | Real-time Rendering Chapter 9.3
The BRDF Ultimately, physically based rendering comes down to computing the radiance entering the camera along some set of view rays. Using the notation for incoming radiance introduced in Section...
The Camera | Real-time Rendering Chapter 9.2
The Camera As mentioned in Section 8.1.1, in rendering we compute the radiance from the shaded surface point to the camera position. This simulates a simplified model of an imaging system such as ...
Physically Based Shading | Real-time Rendering Chapter 9.1
In this chapter we cover the various aspects of physically based shading. We start with a description of the physics of light-matter interaction in Section 9.1, and in Sections 9.2 to 9.4 we show h...
Scene to Screen | Real-time Rendering Chapter 8.2
Scene to Screen The next few chapters in this book are focused on the problem of physically based rendering. Given a virtual scene, the goal of physically based rendering is to compute the radianc...
Light Quantities | Real-time Rendering Chapter 8.1
Many of the RGB color values discussed in previous chapters represent intensities and shades of light. In this chapter we will learn about the various physical light quantities measured by these va...
Other Applications of Shadow Maps | Real-time Rendering Chapter 7.10
Other Applications of Shadow Maps Treating the shadow map as defining a volume of space, separating light from dark, can also help in determining what parts of objects to shadow. Gollent describe...
Irregular Z-buffer Shadows | Real-time Rendering Chapter 7.9
Irregular Z-buffer Shadows Shadow-map approaches of various sorts are popular for several reasons. Their costs are predictable and scale well to increasing scene sizes, at worst linear with the ...