Closed bring728 closed 1 year ago
Hi, Very sorry for the late response! The selection of \rho there is a pretty tricky operation. My initial thought is to tune the \rho value in vMF distribution to make it more like a cosine distribution (used in Lambertian BRDF) in shape. As shown in the following figure below.
Of course, you can use \rho=1.0 in such a scenario, but there would be slightly more integral contributions from the lower hemisphere (abs(\theta) > \pi/2) of normal dir.
However, both 0.64 and 1.0 are just some approximations of the diffuse BDRF, and neither are 100% physically correct. I don't think there would be significant differences.
I also think about how to make it more elegant after the paper submission. Actually, you can directly use SH encoding of spherical cosine function instead of approximating it with manually-tuned vMF.
Thanks for the detailed explanation!
Hi! Thank you for your great work.
i have a question about roughness value.
You used roughness=0.64(\rho_0) when calculating diffuse pre-integrated lighting in Env MLP. Can you explain this further?
Of course, the roughness here is not the same as the roughness of BRDF (that is, \rho != \alpha ), but it is expected to be used in a similar sense. And if so, wouldn't it be correct to use 1.0 instead of 0.64 for diffuse pre-integrated lighting?
And going a little further, if the roughness input to Env MLP is the same as the roughness of BRDF, what do you think is the correct value to use for \rho_0? In this case, do you think it's 1.0 or do you still think it's 0.64?