Useful formulae in rendering.
- Specular BRDF Reference
- Common formulae for PBR materials.
- Adopting a physically based shading model
- A quick overview for PBR shading models.
- Feeding a physically based shading model
- A quick reference for Fresnel related knowledge.
- Object Intersection Tests
- An extensive collection of primitive intersection tests.
- Cone-AABB Intersection
- Algorithm for intersecting a cone with an AABB.
- The Blinn-Phong Normalization Zoo
- The process of normalizing the Phong BRDF family.
- How Is The NDF Really Defined?
- Understanding the normal distribution function in microfacet BRDF.
- Crytek’s Best Fit Normals
- A good entry to Crytek’s BFN.
- Filmic Tonemapping Operators
- Simple and effective tone-mapping operators with source code.
Entries listed with no specific order.