PBR Journey Part 3 : Clear Coat Model with VTK
Introduction In our last step on the Physically Based Rendering Journey with VTK, we introduced an anisotropy model to simulate materials that exhibit different reflecting … Read More
Introduction In our last step on the Physically Based Rendering Journey with VTK, we introduced an anisotropy model to simulate materials that exhibit different reflecting … Read More
Introduction In our previous post on the new features of the PBR shading in VTK 9.0, we introduced the HDR environment and how to use … Read More
Introduction Last year we introduced the beginning of Physically Based Rendering in VTK. Now the journey to modern rendering in VTK continues with new features … Read More
Introduction Particle-based fluid simulations are very popular in computer graphics. For coolant flow, engine analysis, blood flow, and interactive applications, particle-based simulation methods are often … Read More
Introduction Until VTK 8.2, surface shading through the vtkPolyDataMapper is computed using the Phong reflectance model. While it achieves plausible results, it requires the user … Read More