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Welcome back!
If someone doesn't know the two effects:
⦁ Blinn-Phong is simpler and computationally less expensive, making it useful for real-time applications or less demanding visual contexts, but it can produce less realistic results.
⦁ GGX is more complex and computation-heavy but offers high-quality, physically accurate results suitable for high-end rendering applications. It's particularly effective for materials where microfacet distribution and Fresnel effects play a significant role.
In modern graphics, GGX is often preferred for PBR due to its physical accuracy and visual realism, while Blinn-Phong may still be used in simpler or legacy systems.