SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A microfacet-based BRDF generator
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An anisotropic phong BRDF model
Journal of Graphics Tools
Illumination for computer generated pictures
Communications of the ACM
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Video Codec Design: Developing Image and Video Compression Systems
Video Codec Design: Developing Image and Video Compression Systems
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
The halfway vector disk for BRDF modeling
ACM Transactions on Graphics (TOG)
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Experimental analysis of BRDF models
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A new ward BRDF model with bounded albedo
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
Inverse bi-scale material design
ACM Transactions on Graphics (TOG)
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In this paper we propose a new physically plausible, anisotropic Bidirectional Reflectance Distribution Function (BRDF) for fitting and for importance sampling in global illumination rendering. We demonstrate that the new model is better in data fitting than existing BRDF models. We also describe efficient schemes for sampling the proposed anisotropic BRDF model. Furthermore, we test it on a GPU-based real-time rendering algorithm and show that material design can be done with this anisotropic BRDF model effectively. We also show that the new model has effective real-time rendering performance.