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Physically-based shaders model real-world material phenomena using a simplified model that reduces the BRDF dimensionality. To fully exploit the expressivity of this reduced model, it is important to author our material parameters accurately, such that reflected radiance of the surface matches real-world materials as closely as possible. It is difficult to author diffuse albedo, smoothness (roughness) and specular F0 values by eye since tonemapping to standard displays compress values and the real-world doesn't always conform to our expectations. During development of Call of Duty: WWII, a console and PC game, we created the Reflectometer to help with measuring BRDFs.
To read the full Technical Memo CLICK HERE
This technical memo was originally presented at MAM-MANER during EGSR 2024 on July 2, 2024