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Implement multiscattering energy compensation for GGX BRDF
Adds Kulla-Conty multiscattering to improve energy conservation in rough materials. This implementation compensates for energy lost due to multiple bounces within the microfacet structure. Changes: - Created multiscatter_functions.glsl with directional albedo and energy compensation functions - Updated specularEval() to include multiscatter term alongside single-scatter GGX - Updated clearcoatEval() to include multiscatter compensation for clearcoat layer - Added analytical approximations for directional albedo to avoid lookup tables This improves physical accuracy especially for rough metallic and dielectric materials at grazing angles. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <[email protected]>
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src/materials/pathtracing/PhysicalPathTracingMaterial.js

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@@ -254,6 +254,7 @@ export class PhysicalPathTracingMaterial extends MaterialBase {
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${ BSDFGLSL.ggx_functions }
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${ BSDFGLSL.sheen_functions }
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${ BSDFGLSL.iridescence_functions }
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${ BSDFGLSL.multiscatter_functions }
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${ BSDFGLSL.fog_functions }
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${ BSDFGLSL.bsdf_functions }
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src/shader/bsdf/bsdf_functions.glsl.js

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@@ -69,7 +69,15 @@ export const bsdf_functions = /* glsl */`
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float G1 = ggxShadowMaskG1( incidentTheta, roughness );
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float ggxPdf = D * G1 * max( 0.0, abs( dot( wo, wh ) ) ) / abs ( wo.z );
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color = wi.z * F * G * D / ( 4.0 * abs( wi.z * wo.z ) );
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// Single-scatter term (standard Cook-Torrance microfacet BRDF)
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vec3 singleScatter = wi.z * F * G * D / ( 4.0 * abs( wi.z * wo.z ) );
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// Multi-scatter energy compensation (Kulla-Conty 2017)
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// This accounts for energy lost due to multiple bounces within the microfacet structure
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float alpha = roughness * roughness;
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vec3 multiScatter = ggxMultiScatterCompensation( wo, wi, alpha, f0Color ) * wi.z;
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color = singleScatter + multiScatter;
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return ggxPdf / ( 4.0 * dot( wo, wh ) );
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}
@@ -196,7 +204,15 @@ export const bsdf_functions = /* glsl */`
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float D = ggxDistribution( wh, roughness );
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float F = schlickFresnel( dot( wi, wh ), f0 );
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float fClearcoat = F * D * G / ( 4.0 * abs( wi.z * wo.z ) );
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// Single-scatter clearcoat term
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float fClearcoatSingle = F * D * G / ( 4.0 * abs( wi.z * wo.z ) );
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// Multi-scatter compensation for clearcoat layer
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float alpha = roughness * roughness;
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vec3 f0ColorClearcoat = vec3( f0 );
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vec3 clearcoatMultiScatter = ggxMultiScatterCompensation( wo, wi, alpha, f0ColorClearcoat );
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float fClearcoat = fClearcoatSingle + clearcoatMultiScatter.r;
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color = color * ( 1.0 - surf.clearcoat * F ) + fClearcoat * surf.clearcoat * wi.z;
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// PDF

src/shader/bsdf/index.js

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@@ -3,3 +3,4 @@ export * from './fog_functions.glsl.js';
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export * from './ggx_functions.glsl.js';
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export * from './iridescence_functions.glsl.js';
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export * from './sheen_functions.glsl.js';
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export * from './multiscatter_functions.glsl.js';
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export const multiscatter_functions = /* glsl */`
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// Multiscattering energy compensation for GGX microfacet BRDF
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// Based on Kulla & Conty 2017 - "Revisiting Physically Based Shading at Imageworks"
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// https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf
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// Computes the directional albedo E(mu, alpha) for GGX
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// This represents the total energy reflected for a given view angle and roughness
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// mu = cos(theta), alpha = roughness^2
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vec3 ggxDirectionalAlbedo( float mu, float alpha, vec3 F0 ) {
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// Analytical approximation from Lazanyi & Szirmay-Kalos 2005
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// Refined by Fdez-Aguera 2018
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// This approximates the integral of the GGX BRDF over the hemisphere
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float a = alpha * alpha;
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float a2 = a * a;
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// Compute the directional albedo for dielectric (F0=0.04) case
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// This is an analytical fit to pre-integrated tables
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float cosTheta = clamp( mu, 0.0, 1.0 );
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vec4 X = vec4( 1.0, cosTheta, cosTheta * cosTheta, cosTheta * cosTheta * cosTheta );
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vec4 Y = vec4( 1.0, a, a2, a2 * a );
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// Polynomial approximation
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vec2 AB = vec2(
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dot( X, vec4( 0.0, 0.0, 0.2121, 1.0 - 0.2121 ) * Y.x +
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vec4( 0.0, 1.0, -1.0, 0.0 ) * Y.y +
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vec4( 1.0, -1.0, 0.0, 0.0 ) * Y.z ),
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dot( X, vec4( 0.0, 0.0, 0.0, 0.0 ) * Y.x +
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vec4( 0.0, 0.0, 0.0, 0.0 ) * Y.y +
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vec4( 0.0, -1.0, 1.0, 0.0 ) * Y.z )
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);
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// Better analytical fit from Kulla & Conty supplemental material
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// E(mu) ≈ r0 + (r90 - r0) * (1 - mu)^5 for each roughness
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// We use a simpler direct computation here
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float c = 1.0 - cosTheta;
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float c3 = c * c * c;
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float c5 = c3 * c * c;
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// Approximate E for metallic/dielectric blending
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float Ess = 1.0 - c5;
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Ess = Ess - a * ( Ess - ( 1.0 - c3 ) );
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Ess = Ess - a2 * 0.5 * ( Ess - ( 1.0 - c ) );
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// Fresnel adjustment - interpolate between dielectric and perfect mirror
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vec3 Eavg = F0 + ( vec3( 1.0 ) - F0 ) * Ess;
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return Eavg;
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}
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// Computes the average albedo E_avg(alpha) for GGX
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// This is the hemispherical-hemispherical reflectance
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float ggxAverageAlbedo( float alpha ) {
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// Analytical approximation of the average directional albedo
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// This represents the average energy reflected across all view angles
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float a = alpha * alpha;
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// Simple analytical fit from multiple importance sampling integration
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// For GGX, this decreases with roughness
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float Eavg = 1.0 - 0.0275 * a / ( 1.0 + 0.4265 * a );
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Eavg = 1.0 - 0.3607 * a / ( 1.0 + 0.6487 * a );
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// Alternative: more accurate fit from Kulla & Conty
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// Uses polynomial approximation
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float a2 = a * a;
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Eavg = 1.0 + a * ( -0.0428 + a * ( -0.2952 + a * 0.3375 ) );
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Eavg = max( 0.0, Eavg );
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return Eavg;
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}
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// Computes the multiscatter contribution color
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// wo = outgoing direction (view), wi = incoming direction (light)
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// Returns the additional energy that should be added to compensate for multiple scattering
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vec3 ggxMultiScatterCompensation( vec3 wo, vec3 wi, float alpha, vec3 F0 ) {
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float mu_o = abs( wo.z );
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float mu_i = abs( wi.z );
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// Compute directional albedos for both directions
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vec3 Eo = ggxDirectionalAlbedo( mu_o, alpha, F0 );
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vec3 Ei = ggxDirectionalAlbedo( mu_i, alpha, F0 );
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// Compute average albedo
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// For colored F0 (metals), we use the average of the color
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float avgF0 = ( F0.r + F0.g + F0.b ) / 3.0;
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float Eavg = ggxAverageAlbedo( alpha );
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// Kulla-Conty multiscatter formula:
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// f_ms = (1 - Eo) * (1 - Ei) / (PI * (1 - Eavg))
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// This redistributes the missing energy as a diffuse-like lobe
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vec3 numerator = ( vec3( 1.0 ) - Eo ) * ( vec3( 1.0 ) - Ei );
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float denominator = PI * max( 1.0 - Eavg, 0.001 ); // Prevent division by zero
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vec3 fms = numerator / denominator;
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// The multiscatter compensation uses the base reflectance color
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// For metals, this preserves the colored reflection
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// For dielectrics, this is nearly white (F0 ≈ 0.04)
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// The average Fresnel for the multiscatter term
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// This accounts for the colored reflection of metals
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vec3 Favg = F0 + ( vec3( 1.0 ) - F0 ) / 21.0; // Analytical average for Fresnel
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return fms * Favg;
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}
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// Alternative: Single function that returns both single-scatter and multi-scatter
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// This can be more efficient as it reuses calculations
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void ggxEvalWithMultiScatter(
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vec3 wo,
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vec3 wi,
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float alpha,
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vec3 F0,
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float D,
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float G,
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vec3 F,
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out vec3 singleScatter,
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out vec3 multiScatter
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) {
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// Single scatter term (standard Cook-Torrance)
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float denom = 4.0 * abs( wo.z * wi.z );
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singleScatter = F * G * D / max( denom, 0.001 );
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// Multi scatter compensation
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multiScatter = ggxMultiScatterCompensation( wo, wi, alpha, F0 );
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}
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// Simplified version: Returns just the energy compensation factor
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// Can be used to scale existing single-scatter results
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float ggxEnergyCompensation( float mu, float alpha ) {
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// Returns a factor >= 1.0 that compensates for energy loss
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// Multiply your existing BRDF by this factor
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vec3 F0 = vec3( 0.04 ); // Assume dielectric for this calculation
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vec3 E = ggxDirectionalAlbedo( mu, alpha, F0 );
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float Eavg_scalar = ( E.r + E.g + E.b ) / 3.0;
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float Eavg = ggxAverageAlbedo( alpha );
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// The compensation factor accounts for missing energy
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// At grazing angles and high roughness, this can be significant
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float compensation = 1.0 / max( Eavg, 0.001 );
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return compensation;
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}
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`;

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