Making Shaders More Physically Plausible

dc.contributor.authorLewis, Robert R.en_US
dc.date.accessioned2014-10-21T07:30:14Z
dc.date.available2014-10-21T07:30:14Z
dc.date.issued1994en_US
dc.description.abstractThere is a need to develop shaders that not only"look good", but are more physically plausible. From physical and geometric considerations, we review the derivation of a shading equation expressing rejected radiance in terms of incident radiance and the bidirectional reflectance distribution function (BRDF). We then examine the connection between this equation and conventional shaders used in computer graphics. Imposing the additional physical constraints of energy conservation and Helmholtz reciprocity allows us to create variations of the conventional shaders that are more physically plausible.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume13en_US
dc.identifier.doi10.1111/1467-8659.1320109en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages109-120en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.1320109en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleMaking Shaders More Physically Plausibleen_US
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