lzqsd / InverseRenderingOfIndoorScene

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What do you mean "diffuse albedo" and "specular roughness" in your paper? #15

Open moonryul opened 1 year ago

moonryul commented 1 year ago

Hi, This is Prof. Moon R. Jung from Sogang University, Seoul, Korea. I recently read your paper with a great interest. I feel sorry to ask these too simple questions, especially as a person with a Ph.D. in computer graphics.

When I first read the paper, of course I thought I knew what you meant by these terms. But then I read the paper you referred to in the paper:

Real Shading in Unreal Engine 4 by Brian Karis, Epic Game: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf

This paper talks about the so-called "Metallic-Roughness workflow" and talks about material model: BaseColor, Metalic, Roughness.

After it, I read the code of OptixRenderer, in particular shade code microfacet.cu.

I found out that it uses the Metalic workflow. The following line strongly suggests it:

float3 fresnel = F0 (1 - metallicValue) + metallicValue albedoValue; // MJ: fresnel = SpecularMap

albedoValue = (1 - metallicValue) * albedoValue; //MJ: albedoValue on on the right hand side is BaseColorMap

//MJ ... is my comment.

Q1. Is your "diffuse albedo" actually BaseColorMap?

Q2. The metalic workflow talks about "roughness". Is your "specular roughness" the same as "roughness"?