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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 D 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 unitlength 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: uroughness roughness in the u surface direction. vroughness roughness in the v surface direction. The Ward BRDF looks like the following two renders. The left rendering has uroughness and vroughness The rendering on the right has uroughness and vroughness The specular color was set to 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 walkthru of its parameter usage with sample renders. Deliverables You need to submit: Three by jpg files no alpha channel of your final images. Show default settings where u and v roughness are equal and specular color is 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.
Intro
In this assignment you will implement the Ward Anisotropic BRDF
The Ward model uses a D 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 unitlength 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:
uroughness roughness in the u surface direction.
vroughness roughness in the v surface direction.
The Ward BRDF looks like the following two renders. The left rendering has uroughness and vroughness The rendering on the right has uroughness and vroughness The specular color was set to
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 walkthru of its parameter usage with sample renders.
Deliverables
You need to submit:
Three by jpg files no alpha channel of your final images.
Show default settings where u and v roughness are equal and specular color is
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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