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src/shaders/common/disney.glsl

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*/
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/* References:
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* [1] https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
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* [2] https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
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* [3] https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf
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* [4] https://github.com/mmacklin/tinsel/blob/master/src/disney.h
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* [5] http://simon-kallweit.me/rendercompo2015/report/
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* [6] https://github.com/mmp/pbrt-v4/blob/0ec29d1ec8754bddd9d667f0e80c4ff025c900ce/src/pbrt/bxdfs.cpp#L76-L286
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* [7] https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf
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* [8] https://jcgt.org/published/0007/04/01/paper.pdf
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* [1] [Physically Based Shading at Disney] https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
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* [2] [Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering] https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
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* [3] [The Disney BRDF Explorer] https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf
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* [4] [Miles Macklin's implementation] https://github.com/mmacklin/tinsel/blob/master/src/disney.h
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* [5] [Simon Kallweit's project report] http://simon-kallweit.me/rendercompo2015/report/
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* [6] [Microfacet Models for Refraction through Rough Surfaces] https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf
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* [7] [Sampling the GGX Distribution of Visible Normals] https://jcgt.org/published/0007/04/01/paper.pdf
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* [8] [Pixar’s Foundation for Materials] https://graphics.pixar.com/library/PxrMaterialsCourse2017/paper.pdf
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*/
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vec3 ToWorld(vec3 X, vec3 Y, vec3 Z, vec3 V)
@@ -213,7 +213,7 @@ vec3 DisneySample(State state, vec3 V, vec3 N, out vec3 L, out float pdf)
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H = -H;
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// Using fresnel based on half vector to pick between refl and refr lobes
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// as doing it this way gets rid of the fireflies due to incorrect weighting
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// as doing it this way gets rid of fireflies due to incorrect weighting
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// when picking lobes based on shading normal. This split isn't required in DisneyEval()
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// as H is already available when computing the lobe probabilities.
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