My thesis is about efficient simulation of bidirectional reflectance distribution functions (BRDFs). This repository contains my thesis program as well as the paperwork.
This is a solution that introduces a method for efficiently simulating Bidirectional Reflectance Distribution Functions (BRDFs) by applying ray tracing on a generated surface of microfacets and storing the outgoing rays in sky-maps. It is then utilized and compared with existing models, such as the Cook-Torrance model, in a few sample scenes. This solution is powered by Nvidia Falcor Framework, which is a real-time rendering framework supporting DirectX 12 and Vulkan.
Click here to read about falcor framework and its prerequisties.
If you use Falcor in a research project leading to a publication, please cite the project. The BibTex entry is
@Misc{Kallweit22,
author = {Simon Kallweit and Petrik Clarberg and Craig Kolb and Tom{'a}{\v s} Davidovi{\v c} and Kai-Hwa Yao and Theresa Foley and Yong He and Lifan Wu and Lucy Chen and Tomas Akenine-M{\"o}ller and Chris Wyman and Cyril Crassin and Nir Benty},
title = {The {Falcor} Rendering Framework},
year = {2022},
month = {8},
url = {https://github.com/NVIDIAGameWorks/Falcor},
note = {\url{https://github.com/NVIDIAGameWorks/Falcor}}
}