01_user_documentation:05_object:02_light:12_shaders:05_ward
Differences
This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| 01_user_documentation:05_object:02_light:12_shaders:05_ward [2026/09/22 12:17] – created Tim | 01_user_documentation:05_object:02_light:12_shaders:05_ward [2026/09/22 12:34] (current) – Tim | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Ward ====== | ====== Ward ====== | ||
| + | |||
| + | A shader implementing the anisotropic Ward (1992) reflectance model. | ||
| + | |||
| + | ===== ===== | ||
| + | |||
| + | |||
| + | The BRDF is: | ||
| + | |||
| + | $f_r = k_d / π + k_s · exp(−E(h)) / (4π · α_u · α_v · √(cos θ_i · cos θ_o))$ | ||
| + | |||
| + | where the exponent for the isotropic case is | ||
| + | |||
| + | $E(h) = tan²θ_h / α²$ | ||
| + | |||
| + | and for the anisotropic case | ||
| + | |||
| + | $E(h) = ((h·T)² / α_u² | ||
| + | |||
| + | with N the surface normal, T = dpdu, B = dpdv the surface tangents, | ||
| + | α_u the roughness along T, and α_v the roughness | ||
| + | along B if isotropic with α_v = α_u. | ||
| + | |||
| + | The model supports diffuse, specular, and (optionally) transparent | ||
| + | transmission via the field. Transmission uses Fresnel-weighted straight-through (delta BTDF), CPU light model only. | ||
01_user_documentation/05_object/02_light/12_shaders/05_ward.1790079425.txt.gz · Last modified: (external edit)
