Migo

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  • in reply to: 作业资料 & 代码勘误 #9110 Score: 0
    Migo
    Participant

    你好,想请教一下,作业5的TemporalAccumulation

    for (int y = 0; y < height; y++) {
    for (int x = 0; x < width; x++) {
    // TODO: Temporal clamp
    Float3 color = m_accColor(x, y);
    Float3 mean = Float3(0.f), variance = Float3(0.f);
    meanVarianceCalc(curFilteredColor, x, y, kernelRadius, mean, variance);
    color = Clamp(color, mean-variance*m_colorBoxK, mean+variance*m_colorBoxK);

    // TODO: Exponential moving average
    float alpha = m_valid(x, y) ? m_alpha : 1.0f;
    m_misc(x, y) = Lerp(color, curFilteredColor(x, y), alpha);
    }
    }
    std::swap(m_misc, m_accColor);

    这样做的思路有问题吗?为什么我的出来的最终效果比参考要模糊得多的?

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    in reply to: 作业四疑问 #8846 Score: 0
    Migo
    Participant

    μ是cos(θ)或者μ是sin(θ),最后推导出来的积分式都是一样的,所以问题不大

    in reply to: 作业资料 & 代码勘误 #8829 Score: 0
    Migo
    Participant

    是的,这样想就明白了,谢谢

    in reply to: 作业资料 & 代码勘误 #8824 Score: 0
    Migo
    Participant

    另外,webgl可以运行吗,我什么都还没有做的时候运行,只能看到灯光和cornelBox,没有渲染出那几个Shading ball

    in reply to: 作业资料 & 代码勘误 #8823 Score: 0
    Migo
    Participant
    in reply to: 作业资料 & 代码勘误 #8822 Score: 0
    Migo
    Participant

    我自己推到也和你的结果是一样的,但是Unreal Engine给出了却是weight(i) = (o · m) * G(i, o, h) / (o · n) * (m · n);

    in reply to: 作业资料 & 代码勘误 #8610 Score: 0
    Migo
    Participant

    你好,我想请教一下作业三的EvalDiffuse究竟是要计算的是什么,我看文档不是很清晰明白

    in reply to: [作业3]关于RayMarching问题 #8594 Score: 0
    Migo
    Participant

    请问你知道EvalDiffuse函数具体是要做什么吗?

    in reply to: [作业3] 关于EvalDiffuse函数 #8593 Score: 0
    Migo
    Participant

    是啊,如果这个是lambertian brdf = alebdo/PI,那么brdf就与wi和wo都无关了;当然如果是其他材质的brdf就和wi和wo有关,但是ssrFragment shader的贴图输入就只有diffuse map和normal map,我能当做默认就是lambert 材质了吗?我感觉作业没有说清楚,我有点搞不懂了。

    in reply to: 【作业2bonus】环境光旋转部分结果很闪烁 #8376 Score: 0
    Migo
    Participant

    你在第三步的时候改变了n1,n2,n3的初始值。不应该改变啊。

Viewing 10 posts - 1 through 10 (of 10 total)