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Computer Graphics

Questions tagged [distribution]

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1answer
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In the 4th edition of "Physically Based Rendering" here:pbrt book 4th ed Section 2.4in Section 2.4 "Transforming between Distributions", it is said "Suppose we are given a ...
Simon's user avatar
0votes
1answer
2kviews

Many render engines implement the microfacet model for rendering surfaces that are rough, metallic, and/or transparent, a concept first published in "A Reflectance Model for Computer Graphics&...
2votes
1answer
203views

I'm not sure I have the right terminology, but in rendering it can be useful to draw cosine weighted samples from a hemisphere. In this case the integral (over the weights) is Pi.Now I don´t want to ...
B_old's user avatar
0votes
1answer
72views

I would like to implement a random placement for objects like trees stones etc. on a triangles surface.The important part is to have an equally probability to place an object on this surface. That ...
Thomas's user avatar
  • 1,503
0votes
0answers
94views

Why does the equation at the bottom of the following page hold?http://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/Transforming_between_Distributions.html$p(\theta,\phi)d\theta d\phi=p(\omega)...
1vote
0answers
251views

I am working on a procedural placement system on the GPU, inspired by the work done by Guerrilla Games in Horizon Zero Dawn:https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-...
2votes
2answers
2kviews

In a BRDF $f_r$, assume Cook-Torrance model, we have a microfacets distribution $D$. This distribution essentially models the rougheness of the material as far as I've understood. Given a direction $v$...
user8469759's user avatar
10votes
1answer
976views

UpdateI am editing and posting this question in a different way; this time from the point of view of Nishita paper.Sunlight gets scattered at P and attenuated before reaching Pv. Therefore ...
7votes
1answer
273views

I'm currently learning mathemetical concepts of distribution and the way to use them in a ray tracer with the book "Physically Based Rendering".Let's start by uniformly sampling an hemisphere:As ...
3votes
1answer
539views

I am attempting to visualize the raw output from PBRT's half-vector sampling function, based on the trowbridge-reitz distribution. I'm isolating only the distribution and the associated functions ...
2votes
1answer
319views

I am learning ray tracing and the mathematics behind it. I have a working monte-carlo raytracer I am experimenting on. I have gotten past pure diffuse BRDFS, area lights, acceleration structures, ...
9votes
1answer
5kviews

I'm having trouble understanding the JFA. As far as I understood the algorithm, it walks log(n) times through every pixel (no matter if it is a seed or not) and looks at that pixel's neighbors in $(x+...
8votes
1answer
2kviews

I am trying to implement my own path tracer but before arriving to the question I want to give you a short overview:In the implementation of the rendering equation I use some particular technique in ...
Tarta's user avatar
5votes
1answer
229views

In Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, Section 2.2, Mr Eric Heitz defines the distribution of normals as:And then, he goes on with the following assertion:I fail ...
wip's user avatar
  • 1,881
4votes
2answers
1kviews

As explained in Holger Dammetz page Hammersley Points on the Hemisphere, the 2D coordinates (u,v) are usually mapped to the spherical coordinates (θ, φ).As a result, the coordinate "uniformly ...
wip's user avatar
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