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fix wrong image URLs and formating

Ali-RS 9 лет назад
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c826245250
1 измененных файлов с 4 добавлено и 3 удалено
  1. 4 3
      src/docs/asciidoc/jme3/advanced/pbr_part2.adoc

+ 4 - 3
src/docs/asciidoc/jme3/advanced/pbr_part2.adoc

@@ -18,7 +18,7 @@ So first, lets talk about lighting in games. It all boils down to 2 things :
 
 This image from wikipedia is the most simple and yet the most helpful to understand this
 
-image::jme3/advanced/Lambert2.png[Lambert2.png,with="320",height="250",align="center"]
+image::Lambert2.png[Lambert2,with="320",height="250",align="center"]
 By GianniG46 (Own work) [CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0) or GFDL (http://www.gnu.org/copyleft/fdl.html)], via Wikimedia Commons
 
 To compute each of these factors, we’re going to use a function. This function answers to the delicate name of *Bidirectional Reflectance Distribution Function or BRDF*.
@@ -112,16 +112,17 @@ Some Alternatives :
  
 
  
-== Specular BRDF : Cook-Torrance
+=== Specular BRDF : Cook-Torrance
 
 This is a bit more complicated for specular. We need a physically plausible BRDF. We use what is called a *Microfacet BRDF*. So what is it?
 
 It states that at a micro level a surface is not plane, but formed of a multitude of little randomly aligned surfaces, the microfacets. Those surfaces acts as small mirrors that reflects incoming light. The idea behind this BRDF is that only some of those facets may be oriented so that the incoming light reflects to your eye. The smoother the surface, the more all facets are aligned, and the most neat is the light reflection. In the contrary, if a surface is rough, the facets are more randomly oriented so the light reflection is scattered on the surface, and the reflection looks more blurry.
 
-image::jme3/advanced/Specular.png[Specular.png,with="320",height="250",align="center"]
+image::Specular.png[Specular,with="320",height="250",align="center"]
 Microfacet specular factor for a direct light source. On the left a smooth surface, on the right a rough one. Note how the reflection is scattered on the surface when it’s rough.
 
 The microfacet BRDF we use is called Cook-Torrance. From my readings, I couldn’t find any implementation that use another specular BRDF. It seems like this is the global form of any microfacet BRDF. 
+
 [source]
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 f = D * F * G / (4 * (N.L) * (N.V));