Scattering

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I worked on some spheremap reprocessing algorithms for MetaStream.

Unlike cubemaps, spheremaps are directional, and representing directional reflectance for an arbitrary isotropic BRDF is possible using only one map. This can be a good thing for real-time rendering of highly realistic scenes without a lot of animation.

The methods include ways to take as input a perfect reflection map and produce an image that does a Monte-Carlo scattering simulation to simulate an arbitrary BRDF. Unfortunately for the images, I only implemented the simplest BRDFs for performance reasons.

Scatter techniques combined (Fresnel reflection + multiple scattering):




Phong scattering, a simple "sphere reflection blur" algorithm, with some cool optimizations. There is no Fresnel term here, just a Phong specular lobe.

scatter pic 1
scatter pic 2
scatter pic 3

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