Microfacet Models for Refraction through Rough Surfaces
By Bruce Walter, Steve Marschner, Hongsong Li, K. Torrance. Rendering Techniques, 2007
975 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/2bd8dd77cd4578d55f4642f44d26a253f342d4e5
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- Zhengqin Li
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Citations in the corpus
- OpenRooms: An End-to-End Open Framework for Photorealistic Indoor Scene Datasets (2020, methodology): “We instead use 1331 spatially varying complex materials from Adobe Stock assets [1], defined by a parametric microfacet BRDF model [46].”
- Single-image SVBRDF capture with a rendering-aware deep network (2018, methodology): “We used the Mitsuba renderer [Jakob 2010], for which we implemented the Cook-Torrance BRDF model [1982] with GGX normal distribution [Walter et al. 2007] to match the model used in Allegorithmic Substance.”
- SAPIEN: A SimulAted Part-Based Interactive ENvironment (2020, methodology): “By default, the rendering module uses a deferred lighting pipeline to provide RGB, albedo, normal, depth, and segmentation from camera space, where lighting is computed with OrenNayar diffuse model [55] and GGX specular model [52].”
- Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs (2014, methodology): “where ∥∥∥ ∂ωh ∂ωi ∥∥∥ = 1 4 |ωi·ωh| is the Jacobian of the reflection transformation [Walter et al. 2007], and F is the Fresnel term.”
- Real Shading in Unreal Engine 4 by (2013, methodology): “One minor difference is that we convolve the environment map with the GGX distribution of our shading model using importance sampling.”
- Differentiable Monte Carlo ray tracing through edge sampling (2018, methodology): “We handle textures correctly by differentiating through the smooth reconstruction, and many widely-used reflection models such as GGX [Walter et al. 2007] (with Smith masking) or Disney’s principled BRDF [Burley 2012] are differentiable.”
- Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation (2023, background): “The kd term denotes the diffuse value, while the krm term encompasses the roughness r and metalness m; the roughness r serves as a metric for measuring the extent of specular reflection and a parameter of the GGX [42] normal distribution function in the rendering equation.”