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基于物理的渲染(PBR)白皮书】(四)法线分布函数相关总结- 知乎
Spectacular Specular LEAN and CLEAN specular highlights Dan
Advances in Real-Time Rendering in Games - online presentation
Reflectance (CineRender Surface Channel)
基于物理的渲染(PBR)白皮书(四):法线分布函数相关总结- GameRes游资网
GGX Lighting Model
LEAN Mapping Marc Olano Dan Baker Firaxis Games
Rock-Solid Shading
Few problems with BRDF using Beckmann and GGX/Trowbridge-Reitz distribution for comparison - Stack Overflow
Specular highlight - Wikipedia
Advances in Real-Time Rendering in Games - online presentation
PBR理论体系整理(一):基础理论- SZ神庙-SZ神庙
LearnOpenGL - Theory
Microfacet Distribution Function: To Change or Not to Change, That Is the Question
Advances in Real-Time Rendering in Games - online presentation
Simon's Tech Blog: Microfacet BRDF
Spectacular Specular LEAN and CLEAN specular highlights Dan
Accurate Analytic Approximations For Real-Time Specular Area Lighting
Microfacet Distribution Function: To Change or Not to Change, That Is the Question
BRDF - Wakapon
What do glossy distribution models do? - Blender Stack Exchange
Toolbag 2 is on Steam! | Marmoset Toolbag 2 | News & Announcements - Page 18 — polycount
LEAN Mapping Marc Olano, Dan Baker Firaxis Games. - ppt download
Simon's Tech Blog: Microfacet BRDF
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