Lecture 14: Material Modeling (4)

The texture in some sense is but a property of the surface to selectively reflect some spectrum of the incoming light, just like the BRDF. The main difference is that it is position dependent instead of angle dependent.


diffuse/lambertian materials reflect light equally in all directions (as seen in the top right, the red ray of light is reflected equally across the hemisphere) which is why they appear matte; there is no direction where more light is reflected. this is also why we can use uniform hemisphere sampling to render diffuse surfaces while it doesn't work well for microfacet materials.

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