This is a "experience" model, and not physically correct (e.g. not including surface roughness factor).
Disney brought their physically based direct diffuse lighting. Burley improved it to maintain energy conservation with direct specular lighting (normalized disney diffuse, which is also used by the frostbite engine).
But the above models don't take account multi-scatter of diffuse lighting. Thus Activision purposed a new multi-scattered way of simulating direct diffuse in realtime in COD:WWII (2018).
Here's a link to the current popular methods of physically based shading (the guy was from Ubisoft): http://advances.realtimerendering.com/s2019/A%20Journey%20Through%20Implementing%20Multiscattering%20BRDFs%20and%20Area%20Lights.pptx
Staffajayjain
Thanks for sharing @GuardHei! Very interesting to see more physically realistic shading models and approximations.
This is a "experience" model, and not physically correct (e.g. not including surface roughness factor).
Disney brought their physically based direct diffuse lighting. Burley improved it to maintain energy conservation with direct specular lighting (normalized disney diffuse, which is also used by the frostbite engine).
But the above models don't take account multi-scatter of diffuse lighting. Thus Activision purposed a new multi-scattered way of simulating direct diffuse in realtime in COD:WWII (2018).
Here's a link to the current popular methods of physically based shading (the guy was from Ubisoft): http://advances.realtimerendering.com/s2019/A%20Journey%20Through%20Implementing%20Multiscattering%20BRDFs%20and%20Area%20Lights.pptx
Thanks for sharing @GuardHei! Very interesting to see more physically realistic shading models and approximations.