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23 | 23 | */
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24 | 24 |
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25 | 25 | /* References:
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26 |
| - * [1] https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf |
27 |
| - * [2] https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf |
28 |
| - * [3] https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf |
29 |
| - * [4] https://github.com/mmacklin/tinsel/blob/master/src/disney.h |
30 |
| - * [5] http://simon-kallweit.me/rendercompo2015/report/ |
31 |
| - * [6] https://github.com/mmp/pbrt-v4/blob/0ec29d1ec8754bddd9d667f0e80c4ff025c900ce/src/pbrt/bxdfs.cpp#L76-L286 |
32 |
| - * [7] https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf |
33 |
| - * [8] https://jcgt.org/published/0007/04/01/paper.pdf |
| 26 | + * [1] [Physically Based Shading at Disney] https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf |
| 27 | + * [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 |
| 28 | + * [3] [The Disney BRDF Explorer] https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf |
| 29 | + * [4] [Miles Macklin's implementation] https://github.com/mmacklin/tinsel/blob/master/src/disney.h |
| 30 | + * [5] [Simon Kallweit's project report] http://simon-kallweit.me/rendercompo2015/report/ |
| 31 | + * [6] [Microfacet Models for Refraction through Rough Surfaces] https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf |
| 32 | + * [7] [Sampling the GGX Distribution of Visible Normals] https://jcgt.org/published/0007/04/01/paper.pdf |
| 33 | + * [8] [Pixar’s Foundation for Materials] https://graphics.pixar.com/library/PxrMaterialsCourse2017/paper.pdf |
34 | 34 | */
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35 | 35 |
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36 | 36 | vec3 ToWorld(vec3 X, vec3 Y, vec3 Z, vec3 V)
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@@ -213,7 +213,7 @@ vec3 DisneySample(State state, vec3 V, vec3 N, out vec3 L, out float pdf)
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213 | 213 | H = -H;
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214 | 214 |
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215 | 215 | // Using fresnel based on half vector to pick between refl and refr lobes
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216 |
| - // as doing it this way gets rid of the fireflies due to incorrect weighting |
| 216 | + // as doing it this way gets rid of fireflies due to incorrect weighting |
217 | 217 | // when picking lobes based on shading normal. This split isn't required in DisneyEval()
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218 | 218 | // as H is already available when computing the lobe probabilities.
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219 | 219 |
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