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Making Shaders More Physically Plausible
Author(s) -
Lewis Robert R.
Publication year - 1994
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/1467-8659.1320109
Subject(s) - shader , computer science , computer graphics (images) , bidirectional reflectance distribution function , rendering (computer graphics) , radiance , computer graphics , animation , graphics pipeline , function (biology) , reciprocity (cultural anthropology) , 3d computer graphics , reflectivity , optics , physics , evolutionary biology , biology , psychology , social psychology
There is a need to develop shaders that not only “look good”, but are more physically plausible. From physical and geometric considerations, we review the derivation of a shading equation expressing rejected radiance in terms of incident radiance and the bidirectional reflectance distribution function (BRDF). We then examine the connection between this equation and conventional shaders used in computer graphics. Imposing the additional physical constraints of energy conservation and Helmholtz reciprocity allows us to create variations of the conventional shaders that are more physically plausible.

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