July 20, 2016
[TUTORIAL] Volumetric Rendering: Surface Shading
This third instalment on Volumetric Rendering will explain how to shade volumes in a realistic fashion. This essential step is what gives threedimensionality to the flat, unlit shapes that have been generated so far with raymarching.
Step 1. Lambertian Reflectance
Step 2. Normal Estimation
Step 3. The Shading
Step 4. Specular Reflections
You can find here all the other posts in this series:
Part 1: Volumetric Rendering
Part 2: Raymarching
Part 3: Surface Shading
Part 4: Signed Distance Fields
Part 5: Ambient Occlusion
Part 6: Hard and Soft Shadows
Part 7: Volume Raycasting
As always, thank you for your generous support! ♥
