[non-Blender] Fixing the Energy Loss of Rough Materials

Kram1032 writes:

For a long time, very rough materials have been a challenge to render: Physically based models exist but most suffer from a severe problem of energy loss. The reason for this loss is that the existing models only ever considered a single bounce along the surface, completely neglecting higher order bounces.

To tackle this problem, Eric Heitz, Johannes Hanika, Eugene d’Eon and Carsten Dachsbacher reinterpreted what’s considered the industry state-of-the-art microsurface model, the Smith surface scattering model as a more easily solvable volume scattering model.

It turns out that the Smith model can be derived as a special case of the microflake model of volumes which can be reinterpreted as a BSDF that corresponds exactly to the Smith model except that it includes higher order scattering and thus gets rid of the energy loss problem.

To see some of the stunning results or get a more in-depth explanation check out the video or this blog post where you’ll find the paper, a supplementary tutorial implementation paper (with source code and test cases), slides and an existing plugin for the experimental Mitsuba renderer:

Video and Narration by Károly Zsolnai-Fehér
Image Design Credit: Felícia Fehér

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