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Intro In this assignment you will implement the Ward Anisotropic BRDF . The Ward model uses a 2 D Gaussian function to map the angle

Intro
In this assignment you will implement the Ward Anisotropic BRDF.
The Ward model uses a 2D Gaussian function to map the angle H makes with the surface directions u and v, to the fraction of light reflected from the surfacefor a given viewing and lighting angle to the surface normal N.
The Ward BRDF computes the following using the unit-length N, L, V, H, u, and v vectors:
cos \theta i - cosine of the angle between N and L.
cos \theta r - cosine of the angle between N and V.
cos \theta n - cosine of the angle between N and H.
cos \theta u - cosine of the angle between H and u.
cos \theta v - cosine of the angle between H and v.
And uses the following parameters:
u_roughness - roughness in the u surface direction.
v_roughness - roughness in the v surface direction.
The Ward BRDF looks like the following two renders. The left rendering has u_roughness =0.25 and v_roughness =1.0. The rendering on the right has u_roughness =1.0 and v_roughness =0.25. The specular color was set to [011].
Specifications
I will provide a rib for your scene setup. Your shader should support the following parameters:
Roughness in the u surface direction
Roughness in the v surface direction
Specular color
You should also follow the organization provided in earlier surface lighting shaders, and implement your BRDFs in separate functions called from the illuminance loop.
I will demonstrate the final shader working in an accompanying video. In that video, I provide a walk-thru of its parameter usage with sample renders.
Deliverables
You need to submit:
Three 640 by 480 jpg files (no alpha channel) of your final images.
Show default settings (where u and v roughness are equal and specular color is [111]).
Show the highlight with more roughness in the u direction than v.
Show the highlight with more roughness in the v direction than u.
The shader source file for your implementation.
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