/BRDF_Simulator

A solution to create an efficient simulation of "Bidirectional Reflectance Distribution Functions".

Primary LanguageC++OtherNOASSERTION

Efficient Simulation of Bidirectional Reflectance Distribution Functions

My thesis is about efficient simulation of bidirectional reflectance distribution functions (BRDFs). This repository contains my thesis program as well as the paperwork.


- BRDF_Simulator

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.


- Falcor 5.2

Click here to read about falcor framework and its prerequisties.

- Citation

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}}
}