I’m still learning things about physically based shading using my PBRViewer, and this time, I wanted to be able to experiment the variations of the Cook Torrance BRDF.
The Cook Torrance BRDF looks like this:
This equation is composed of three distinct terms:
- F: The fresnel, represents how the reflectivity change at grazing angles.
- G: The Geometry term, represents the probability that a microfacet will be visible from the light and view directions.
- D The normal distribution term, defines the distribution of the orientation of the microfacets.
For more infomations you can read the very interesting “Physics and math of shading” by Naty Hoffman. For each term there is more than one possibility, and you can choose according to your need, and your budget the terms of your BRDF. Even if GGX is becoming the new standard, I wanted to experiment the other possibilities.
Brian Karis, while he was doing research on physically based shading for the Unreal Engine 4, listed all lot of variation for the different terms. This wonderful blog post can be found here. I used this references to implement each term in my viewer, so I can directly see the impact of each functions on the lightning, the shader being recompiled automatically when a term is changed.
I also added some other modifications, like beeing able to change the background color, light position, intensity, ambient light and reflection intensity, etc.
If you want to try it, you can download it here.
As always, if you see an error or if you have any feedback, please contact me, as I’m doing this to learn I would be happy to hear from you.
I also made my first step with substance designer, trying to do a marble texture.