[Bf-committers] From Farsthary another anouncement
Yves Poissant
ypoissant2 at videotron.ca
Thu Feb 5 01:26:01 CET 2009
Hey Brecht
From: "Brecht Van Lommel" <brecht at blender.org>
Sent: Wednesday, February 04, 2009 10:22 AM
> I understand not all BRDF's can be split into these things. If such
> BRDF's get implemented then you do indeed get into trouble (you could
> categorize such a BRDF as being purely specular for example but then not
> all algorithms will deal well with them). However it is possible to add
> these "unphysical" parts together. That doesn't give you a physically
> correct BRDF but that's not the point, you can treat it as if it was
> one.
I'm mainly concerned about making sure not puting all this effort and end up
painting the renderer into a corner.
- Some empirical BRDF models can be broken into diffuse, specular and mirror
components. But most can't. Especially the measured BRDFs that one day you
will be able to download from the web.
- Path tracing, MLT, Photon Mapping, and such rely on the possibility to get
random rays from a BRDF (Distribution Function). If the BRDF API (so to
speak) is designed to sample the 3 different components separately, you make
it harder to correctly combine the probabilities and more error prone. Also,
you will have a much harder time integrating non-separable BRDF into such a
pipeline.
- BRDFs should really be thought as black boxes that do their thing, that is
compute and provide directional or hemispherical reflectance and/or
transmittance or direction and weights for sampling rays.
> Also it is useful to path trace only parts of the full BRDF, since
> photon maps only simulate parts, you want to be able to compare if just
> that part is implemented correctly.
Yes. I see what you mean here. However, in this context, my suggestion would
be to have the BRDF provide such services. After all, the BRDF is the better
place where to place specifics on how to provide only diffuse part for
specific applications for instance. Although it is generally mentioned that
the shooting phase of photon mapping should only process the purely diffuse
component, my experience is that the practice is not so orthodox. Of course
specular reflections are harder to process but where and how do you stop
between purely diffuse and partially diffuse up to somewhat glossy?
That said, really, the simpler and more reliable way to test if the diffuse
reflections of two renderers are similar is to set all the surfaces in the
scene to perfectly rough. If you attempt to test that by tweaking the BRDF
components individually, you will only get yourself into more troubles. It
is better to just set all BRDF roughness to 100% for the duration of the
test.
> Many algorithms rely on splitting up the rendering equation and that's
> not going to disappear anytime soon for a lot of applications. For
> example photon mapping is often split up into emit, standard direct
> diffuse and specular with lights, two photon maps for indirect diffuse
> and caustics, and raytracing for indirect specular. All these things
> added together can still give you the complete rendering equation.
I think of Photon Mapping as a bidirectional path tracing. The first phase,
you trace from lights into the scene using the material BRDFs to bounce rays
around and store irradiances. The caustics map does the same thing but
concentrate of transmissive material (BTDF) because it is just more
efficient to do it that way because caustics require much more photons than
indirect illumination. The second phase traces from camera into the scene,
here again using material BRDFs to sample for final gathering or just
reading the photon map directly for caustics. The raytracing part is not
inconsistent with all that and can also use the BRDFs for soft reflections.
> Yes, it's not as clean as if you would not split things but in my
> opinion limiting Blender's rendering engine to physically based BRDF's
> also throws a lot of efficiency out of the window with it.
The way I see it, it might be necessary to keep the current render engine
and build a new one that would live along the current one and be switchable
by the user. If the new renderer is enabled, then the materials
specifications would be compatible with the BRDF concept. Otherwise, the
current set of material parameters would still be available with all the
current set of shaders. It is possible to translate most BRDF into legacy CG
parameters but it would not be reliable to try to translate the old legacy
CG parameters into physically plausible BRDFs. But as anyone who have tried
to translate Blender scenes to VRay, Indigo, and such knows, that is life in
the physically plausible renderers world.
Yves
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