4 ms·
I guess the hard part is reliably figuring out the albedo / color of a darkly shadowed area. It's kind of like dividing by zero. For materials, you could look
by ReactiveJelly 3y ago
I guess the hard part is reliably figuring out the albedo / color of a darkly shadowed area. It's kind of like dividing by zero.
For materials, you could look at the SH and try to fit it into metallic / plastic / matte.
But they already got photogrammetry into games, and this is just photogrammetry with splats instead of triangles, right? There's got to be a way.