Learn the basics of PBR
It has been a while since I have blogged, but today I would like to summarize my research on PBR while reading the following book.
This book discusses the well-known 3DCG texture function,Bidirectional Scattering Distribution Function(BSDF), and how to implement it in ray tracing. The book covers “Lambert BRDF,” “Phong,“Blinn-Phong, “Perfect Specular, Perfect Refractive,“Torrance-Sparrow,Cook-Torrance, “GGX,” and “Disney BRDF.”
First of all, I bought this book about 2 years ago, although the title sounds difficult.
I bought the book plus the electronic version, although only the electronic version is available now. I had the book on my stack for a long time and suddenly I wanted to sort out the terminology and history of PBR.