UnityStandardBRDF中GGX实现疑问

// Ref: http://jcgt.org/published/0003/02/03/paper.pdf
//GGX可见性项V
//G(l,v,h)=G1(l)G1(v)
inline half SmithJointGGXVisibilityTerm (half NdotL, half NdotV, half roughness)
{
//#if 0分支不会被执行,执行下面的简化
#if 0
    //原始公式
    //根据GGX的G(l,v,h)公式,分子分母同时除2*NdotL/2*NdotV,最后的结果分母可以整理成(1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;
    //疑问:下方的值计算不一致,以及最后G的值计算是否有问题
    // Original formulation:
    //  lambda_v    = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;
    //  lambda_l    = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f;
    //  G           = 1 / (1 + lambda_v + lambda_l);

    // Reorder code to be more optimal
    half a          = roughness; 
    half a2         = a * a;
    //重排代码为何会出现NdotL,NdotV混用?
    half lambdaV    = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2);
    half lambdaL    = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);
    //简化的可见性项
    //((4.0f * NdotL * NdotV)
    // Simplify visibility term: (2.0f * NdotL * NdotV) /  ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l + 1e-5f));
    return 0.5f / (lambdaV + lambdaL + 1e-5f);  // This function is not intended to be running on Mobile,
                                                // therefore epsilon is smaller than can be represented by half
#else
    //上述公式的近似,简化了sqrt,数学不正确但足够接近
    // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
    half a = roughness;
    half lambdaV = NdotL * (NdotV * (1 - a) + a);
    half lambdaL = NdotV * (NdotL * (1 - a) + a);

    return 0.5f / (lambdaV + lambdaL + 1e-5f);
#endif
}

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