待补充
https://www.zhihu.com/people/edliu/posts
https://airguanz.github.io/
在路径追踪中分别采样直接与非直接光照
https://airguanz.github.io/2018/10/12/direct-indirect-path-tracing.html
https://airguanz.github.io/2018/10/15/multiple-importance-sampling.html
多重重要性采样
disney 两篇经典论文
Physically-Based Shading at Disney
https://pdfs.semanticscholar.org/eeee/3b125c09044d3e2f58ed0e4b1b66a677886d.pdf?_ga=2.219860953.1127585374.1599478824-300295850.1581469172
Extending the Disney BRDF to a BSDF with
Integrated Subsurface Scattering
https://pdfs.semanticscholar.org/569b/15db4b472d430293728d44dfe81c05fac888.pdf?_ga=2.212520916.1127585374.1599478824-300295850.1581469172
disney shader实现
https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf
pbrt分层实现
https://github.com/mmp/pbrt-v3/blob/master/src/materials/disney.cpp
Disney Principled BRDF实现笔记
https://zhuanlan.zhihu.com/p/57771965
一种简易的旋转球谐函数系数的方法
https://zhuanlan.zhihu.com/p/51267461
Light Tracing:原理与实现
https://zhuanlan.zhihu.com/p/73025214