 | [TOC] Chapter 8: Materials |  |
Materials in computer graphics define how surfaces interact with light, influencing their appearance and visual characteristics. They are characterized by their reflective, refractive, and absorptive properties, which determine how light behaves when it hits the surface. Different types of materials, such as diffuse, specular, or transparent, allow for the simulation of a wide range of real-world surfaces in rendering applications.
 | Bidirectional Scattering Distribution Functions (BSDFs) |  |
BSDF (Bidirectional Scattering Distribution Function) is a function that describes how light is scattered when it hits a surface. It encompasses both BRDFs (Bidirectional Reflectance Distribution Functions), which account for reflected light, and BTDFs (Bidirectional Transmission Distribution Functions), which account for transmitted light.
In ray tracing, BSDFs are essential for determining how light interacts with materials. The equation that defines a BSDF is:
\[
f(\omega_o, \omega_i) = \frac{dL_o(\omega_o)}{dE_i(\omega_i)}
\]
where:
\(\omega_o\) is the outgoing direction,
\(\omega_i\) is the incoming direction,
\(L_o(\omega_o)\) is the outgoing radiance,
\(E_i(\omega_i)\) is the incoming irradiance.
The BSDF integrates both reflection and transmission, allowing you to model transparent materials (e.g., glass) or reflective surfaces (e.g., metals).
Example: Implementing a BSDF in JavaScript
For a basic BSDF, we combine both reflection (BRDF) and transmission (BTDF) components.
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