Relighting4D
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alpha = roughness squared in microfacet BRDF
Hello again :)
I am looking into the BRDF you are using.
Why is alpha = roughness squared (gamma(x) ^2) in your work ?
The original paper https://www.graphics.cornell.edu/~bjw/microfacetbsdf.pdf just takes alpha values without squaring them.
Is it just a way to remove negative roughness when training ?
Thanks for your interest in our work! We refer you to the implementation of the BRDF used in NeRFactor.