URL
- "Phong and Blinn-Phong Normalization factor derivation"
- "GPU-Based Importance Sampling" GPU Gems 3
- NOTES ON IMPORTANCE SAMPLING @ AUGMENTED PIXELS
- "AMD Cubemapgen for physically based rendering" by Sébastien Lagarde
- Book "Realistic Ray Tracing, Second Edition" by Peter Shirley, R. Keith Morley
- Book "Ray Tracing from the Ground Up" by Kevin Suffern
Note
// By NOTES ON IMPORTANCE SAMPLING @ AUGMENTED PIXELS
vec2 importance_sample_phong( vec2 xi )
{
float phi = 2.0f * PI * xi.x;
float theta = acos( pow( 1.0f - xi.y,
1.0f / ( n + 1.0f ) ) );
return vec2( phi, theta );
}