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:
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"?