[vtkusers] Brdf Implementation in Vtk

dora csillag lolagiscard at hotmail.fr
Fri Aug 31 03:22:00 EDT 2012



Thank you Jana for your ideas ! 
I'm now trying with shaders, and in deed I get inspired by the existing shader samples.
It's rather curious that nobody knows how it was implemented originally... ! 


All the best,
Dora
Date: Thu, 30 Aug 2012 21:44:05 +0200
Subject: Re: [vtkusers] Brdf Implementation in Vtk
From: neollie at gmail.com
To: lolagiscard at hotmail.fr
CC: vtkusers at vtk.org

Hi Dora

On 29 August 2012 13:37, dora csillag <lolagiscard at hotmail.fr> wrote:






Hi all, 



I'm currently using VTK Visualisation Toolkit on a Microsoft VS 2010 platform, in order to load and edit some 3D models.




I'd like to create a realistic scene with lights, colors and material properties and I need to implement a Ward Brdf Model for the illumination.


When we create actors, we can set values for some properties like Specularity, Specularity Power, Diffuse, Ambient, etc... so I suppose there is a default implemented BRDF like Phong's one in VTK ?? 


Where can I find this illumination funciton ?


I had same question last month and did not get response. According to my test, it is not pure Phong. https://mail.google.com/mail/?shva=1#sent/138d2fb4a6ece87d


 How can I change this model to use mine ? 

I would say only via shaders to have full and (simple) control, if no one clarify where illumination function is implemented in vtk.
Do I need to write and attach a Shader, or can I do it in the CPU ? 
 If yes, it can be done via actor's material propertyhttps://mail.google.com/mail/?shva=1#sent/138d2fb4a6ece87d 
There are also some shaders that could be inspirative: vtkLightingHelper_s.glsl, vtkLighting_s.glsl ... (search for *glsl inside VTK )Another way - see vtkLightingPass .
J. 		 	   		  
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