Physically-based BRDF
Introduction
Physically based rendering have been known for many years, but the "ad-hoc" rendering models (such as Phong) are still widely used in game. These "ad-hoc" models require laborious tweaking to produce high-quality images. However, physically based, energy-conserving rendering models easily create materials that hold up under a variety of lighting environments.
Surprisingly, physically based models are not more difficult to implement or evaluate than the traditional "ad-hoc" ones.
Reflectance equation
The most common used rendering model in game describes only reflectance, not including terms such as SSS. The reflectance equation is:
Here is BRDF, is the contribution from light source, is the angle between light and surface normal. This integration results the sum of all light sources contribute to a surface point.
Diffuse term
The simplest BRDF is the Lambert. The well-known Lambertian BRDF in game is present as . However, it is part of reflectance equation, and lambertian term is actually a constant value: