Hi, just did some implementation on physically based shading, read some documents, mainly from siggraph course(10's physically based shading course, 11's physically based lighting in cod_bo).
well, I was a little puzzled: to me, phong to blinn phong, the changes are obvious.
As the specular looks better.
But with fresnel term and geometry term(or ”visibility term" called in cod's presentation), I did find it different, but failed to find it better.
The graphics of the engine with fresnel&geometry term just looks as good as without it.
Sure, with fresnel&geometry term, it's correct in theory, but we dev game for gamers who don't care the theory.
So what u think?I hope it's because I didn't assign the correct or good parameter, the programming side should have no problem.
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hmmm, i can't delete my post, well, now, after more reading, especially on tri-ace's ppt, get much more.
fresnel and visibility terms are pretty useful.
well, I was a little puzzled: to me, phong to blinn phong, the changes are obvious.
As the specular looks better.
But with fresnel term and geometry term(or ”visibility term" called in cod's presentation), I did find it different, but failed to find it better.
The graphics of the engine with fresnel&geometry term just looks as good as without it.
Sure, with fresnel&geometry term, it's correct in theory, but we dev game for gamers who don't care the theory.
So what u think?I hope it's because I didn't assign the correct or good parameter, the programming side should have no problem.
//-------------------------------------
hmmm, i can't delete my post, well, now, after more reading, especially on tri-ace's ppt, get much more.
fresnel and visibility terms are pretty useful.
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