主页 Forums Games202-高质量实时渲染 关于IBL的实现

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    • #8540 Score: 0
      栗子饭
      Participant

      在阅读材料Real Shading in Unreal Engine 4中,对GGX进行重要性采样,图中红框CosTheta部分。
      使用Hammersley Point Set作为2D采样点,然后将2D采样点基于Roughness映射到半球上,这个操作具体是如何实现的呢?

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    • #8542 Score: 0
      栗子饭
      Participant

      我查阅了一些资料,因此可以更简单的描述一下问题。
      在GGX的论文中,GGX为什么使用公式(35)进行采样呢?

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    • #8544 Score: 0
      Ryushinn
      Participant
      2 pts

      我推导了一遍,LZ可以参考下

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    • #8652 Score: 0
      栗子饭
      Participant

      花了两个星期的时间,终于复现成功了。

      • This reply was modified 4 months, 2 weeks ago by 栗子饭.
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