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warpBrdfSGLobes here is the reflection direction of views, rather than surface normals.
But in the paper, Eq(8) tells that the Gaussian is aligned with surface normal. Is this a little bug or something I misunderstand?
By the way, I am looking forward to your future works!
The text was updated successfully, but these errors were encountered:
Here's an intuitive way to think about the spherical warping of the brdf lobe.
Imagine we want to render the color for a specific viewing direction w_o; then the rendering equation says that we need to sum up the contributions of light coming from all directions w_i that lies on the hemisphere centered around surface normal n.
Of course this is going to be a weighted sum given the surface BRDF, as light from the reflected viewing direction is likely to contribute most (think about mirror reflection)
Hence, in spherical Gaussian model, we place a spherical Gaussian around the reflected viewing direction to model the contribution strength of lights coming from different directions.
Hi Kai, I really appreciate your excellent work!
I just have a question about the implementation of sg rendering code: here
final_lobes, final_lambdas, final_mus = lambda_trick(lgtSGLobes, lgtSGLambdas, lgtSGMus, warpBrdfSGLobes, warpBrdfSGLambdas, warpBrdfSGMus)
warpBrdfSGLobes
here is the reflection direction of views, rather than surface normals.But in the paper, Eq(8) tells that the Gaussian is aligned with surface normal. Is this a little bug or something I misunderstand?
By the way, I am looking forward to your future works!
The text was updated successfully, but these errors were encountered: