Search results
Results from the WOW.Com Content Network
Albedo (/ æ l ˈ b iː d oʊ / al-BEE-doh; from Latin albedo ' whiteness ') is the fraction of sunlight that is diffusely reflected by a body. It is measured on a scale from 0 (corresponding to a black body that absorbs all incident radiation) to 1 (corresponding to a body that reflects all incident radiation).
For use with modern hardware, texture map data may be stored in swizzled or tiled orderings to improve cache coherency. Rendering APIs typically manage texture map resources (which may be located in device memory) as buffers or surfaces, and may allow 'render to texture' for additional effects such as post processing or environment mapping.
Bi-hemispherical reflectance is the reflectance of a surface under diffuse illumination (with no direct component). Bi-hemispherical reflectance is an important part of the Bidirectional reflectance distribution function over all viewing and illumination directions of a hemisphere. [1] It is sometimes called "white-sky albedo".
The one downside to this method is that computing cube maps to properly represent a skylight is very complex; one recent process is computing the spherical harmonic basis that best represents the low frequency diffuse illumination from the cube map. However, a considerable amount of research has been done to effectively model skylight illumination.
Even though this is a rough, opaque surface, more than just diffuse light is reflected from the brighter side of the material, creating small highlights, because "everything is shiny" in the physically-based rendering model of the real world. Tessellation is used to generate an object mesh from a heightmap and normal map, creating greater detail.
Diffuse reflection on sphere and flat disk, each for the case of a geometric albedo of 1. For the hypothetical case of a plane surface, the geometric albedo is the albedo of the surface when the illumination is provided by a beam of radiation that comes in perpendicular to the surface.
Directional-hemispherical reflectance is the reflectance of a surface under direct illumination (with no diffuse component). [1] Directional-hemispherical reflectance is the integral of the bidirectional reflectance distribution function over all viewing directions. It is sometimes called "black-sky albedo". [1]
With deferred shading, a "g-buffer" is used to store all terms needed to shade a final scene on the pixel level. The format of this data varies from application to application depending on the desired effect, and can include normal data, positional data, specular data, diffuse data, emissive maps and albedo, among others. Using multiple render ...