01_user_documentation:05_object:02_light:12_shaders:05_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
$E(h) = ((h·T)² / α_u² + (h·B)² / α_v²) / (h·N)²$
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.txt · Last modified: by Tim
