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Implement DisneyMaterial #13

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wahn opened this Issue Aug 22, 2017 · 9 comments

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wahn commented Aug 22, 2017

Recently (in July 2017) Matt Pharr added the DisneyMaterial to the C++ version of PBRT:

commit d9bfba3e9f185894a67563e9c52b55381fcfeef4
Author: Matt Pharr <matt@pharr.org>
Date:   Tue Jul 11 17:07:05 2017 -0700

    Added implementation of Disney BSDF
    
    Specifically, this is the extended model with integrated subsurface
    scattering described in
    http://blog.selfshadow.com/publications/s2015-shading-course/burley/s201
    5_pbs_disney_bsdf_notes.pdf.

Let's do the same on the Rust side ...

@wahn wahn added the task label Aug 22, 2017

@wahn wahn self-assigned this Aug 22, 2017

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abusch commented Dec 4, 2018

I have an implementation of this (without SSS) in rustracer that I should be able to port over.

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wahn commented Dec 4, 2018

Cool. Do you have a test scene as well? Otherwise H.P. has one in his repo:

> grep git ../../.git/config 
	url = https://github.com/hpd/PBRTForMaya.git
> rg disney
pbrt_feature_demo_material_disney.pbrt
53:	MakeNamedMaterial "pbrt_disney"
68:		"string type" ["disney"]
97:		NamedMaterial "pbrt_disney"
154:		NamedMaterial "pbrt_disney"
192:		NamedMaterial "pbrt_disney"
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abusch commented Dec 5, 2018

pbrt
Hmm... I haven't compared with PBRTv3 yet, but there are some strange artifacts...

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wahn commented Dec 5, 2018

They have artifacts too:

mmp/pbrt-v3#213

@wahn wahn closed this in #78 Dec 5, 2018

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wahn commented Dec 5, 2018

Let's investigate the artifacts ...

@wahn wahn reopened this Dec 5, 2018

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patrickawalz commented Dec 12, 2018

to me it looks like terminator artifact

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abusch commented Dec 16, 2018

I did a quick render with rustracer for comparison (after quickly hacking support for loading half-float EXR files):
image
It seems close to the PBRTv3 version you posted there. Not sure if I messed something up while porting the code over, or if the problem lies somewhere else...

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wahn commented Dec 17, 2018

I think it might be the code reading PLY files. Maybe the normals are missing or messed up ...

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abusch commented Dec 18, 2018

Hmm, yeah, that's possible.
Another thing I've noticed is that the camera angle seem different. Are there some parameters that are not handled yet?

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