Physically Based Rendering in Filament

submited by
Style Pass
2021-07-15 12:00:07

(Top) 1  About   1.1  Authors 2  Overview   2.1  Principles   2.2  Physically based rendering 3  Notation 4  Material system   4.1  Standard model   4.2  Dielectrics and conductors   4.3  Energy conservation   4.4  Specular BRDF     4.4.1  Normal distribution function (specular D)     4.4.2  Geometric shadowing (specular G)     4.4.3  Fresnel (specular F)   4.5  Diffuse BRDF   4.6  Standard model summary   4.7  Improving the BRDFs     4.7.1  Energy gain in diffuse reflectance     4.7.2  Energy loss in specular reflectance   4.8  Parameterization     4.8.1  Standard parameters     4.8.2  Types and ranges     4.8.3  Remapping     4.8.4  Blending and layering     4.8.5  Crafting physically based materials   4.9  Clear coat model     4.9.1  Clear coat specular BRDF     4.9.2  Integration in the surface response     4.9.3  Clear coat parameterization     4.9.4  Base layer modification   4.10  Anisotropic model     4.10.1  Anisotropic specular BRDF     4.10.2  Anisotropic parameterization   4.11  Subsurface model     4.11.1  Subsurface specular BRDF     4.11.2  Subsurface parameterization   4.12  Cloth model     4.12.1  Cloth specular BRDF     4.12.2  Cloth diffuse BRDF     4.12.3  Cloth parameterization 5  Lighting   5.1  Units     5.1.1  Light units validation   5.2  Direct lighting     5.2.1  Directional lights     5.2.2  Punctual lights     5.2.3  Photometric lights     5.2.4  Area lights     5.2.5  Lights parameterization     5.2.6  Pre-exposed lights   5.3  Image based lights     5.3.1  IBL Types     5.3.2  IBL Unit     5.3.3  Processing light probes     5.3.4  Distant light probes     5.3.5  Clear coat     5.3.6  Anisotropy     5.3.7  Subsurface     5.3.8  Cloth   5.4  Static lighting   5.5  Transparency and translucency lighting     5.5.1  Transparency     5.5.2  Translucency   5.6  Occlusion     5.6.1  Diffuse occlusion     5.6.2  Specular occlusion   5.7  Normal mapping     5.7.1  Reoriented normal mapping     5.7.2  UDN blending 6  Volumetric effects   6.1  Exponential height fog 7  Anti-aliasing 8  Imaging pipeline   8.1  Physically based camera     8.1.1  Exposure settings     8.1.2  Exposure value     8.1.3  Exposure     8.1.4  Automatic exposure     8.1.5  Bloom   8.2  Optics post-processing     8.2.1  Color fringing     8.2.2  Lens flares   8.3  Filmic post-processing     8.3.1  Contrast     8.3.2  Curves     8.3.3  Levels     8.3.4  Color grading   8.4  Light path     8.4.1  Clustered Forward Rendering     8.4.2  Implementation notes   8.5  Validation     8.5.1  Scene referred visualization     8.5.2  Reference renderings   8.6  Coordinates systems     8.6.1  World coordinates system     8.6.2  Camera coordinates system     8.6.3  Cubemaps coordinates system 9  Annex   9.1  Specular color   9.2  Importance sampling for the IBL     9.2.1  Choosing important directions     9.2.2  Pre-filtered importance sampling   9.3  Choosing important directions for sampling the BRDF   9.4  Hammersley sequence   9.5  Precomputing L for image-based lighting   9.6  Spherical Harmonics     9.6.1  Basis functions     9.6.2  Decomposition and reconstruction     9.6.3  Decomposition of \(\left< cos \theta \right>\)     9.6.4  Convolution   9.7  Sample validation scene for Mitsuba   9.8  Light assignment with froxels 10  Revisions 11  Bibliography

Filament is a physically based rendering (PBR) engine for Android. The goal of Filament is to offer a set of tools and APIs for Android developers that will enable them to create high quality 2D and 3D rendering with ease.

Leave a Comment