Closed tigrazone closed 9 months ago
The constants are from the paper An Anisotropic Phong Light Reflection Model
by Ashikhmin and Shirley. It's quite an outdated model by today's standards and it's also the same model that is used to implement the FresnelBlend
BSDF in PBRT-v3.
Related PBRT-v3 link: https://www.pbr-book.org/3ed-2018/Reflection_Models/Fresnel_Incidence_Effects
Hello. I readed sources and I understand const float cos_width = cos(PI / 6); const float cos_faloff = cos(25 PI / 180); And PI / 6 is 30 PI / 180 and 30 and 25 is hardcoded angles of light. Is this correct? But I dont understand what is https://github.com/yuphin/Lumen/blob/051b10f15dc0c2e2561a8eb8d1b7d5febe252197/src/shaders/bsdf_commons.glsl#L102 ?