Awesome
Physically based rendering Path Tracer in Unity3D using compute shader
Unity 2018.3.7f1 (win10 64-bit)
Material parameters:
- albedo
- specular (control the specular high light)
- metallic
- roughness
- specTrans (control transparency of the material. This parameter is to blend metallic BRDF with dielectricc BSDF and it is taken from Disney's BSDF)
form Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering
Features:
- Path-Traced Physically based rendering based on Monte Carlo integration
- PBR BRDF and PBR BTDF
- Physically based parameters
- Hemisphere Sampling, importance sampling GGX
Principle:
Rendering Equation
Monte Carlo Integration
Pbr BRDF
This demo used cook-torrance BRDF. The choice of D,G,F term refers to the PBR implementation in UE4.
Formula Derivation
Pbr BSDF = BRDF + BTDF
The BSDF/BTDF used in this demo is from Walter's paper Microfacet Models for Refraction through Rough Surfaces
Notice! This BTDF is not reciprocal, be careful about the direction!
Formula Derivation
Reference:
GPU Path Tracing in Unity – Part 2
Rendering Equation
Monte Carlo Methods in Practice
蒙特·卡罗(Monte Carlo)积分详解
Reflection, Refraction (Transmission) and Fresnel
Webgl中采用PBR的实时光线追踪
Learnopengl
Real Shading in Unreal Engine 4
基于物理着色(一)
Microfacet Models for Refraction through Rough Surfaces
Microfacet models for refection and refraction
Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering
Disney Principled BRDF实现笔记
Cook-Torrance BRDF
Microfacet Models
Surface Reflection: Physical and Geometrical Perspectives
[Advanced Global Illumination]
How Is The NDF Really Defined?
ENERGY CONSERVATION IN GAMES
Adopting a physically based shading model