I read a lot about lighting recently but I have (at least) one thing that remains a dark corner: The Blinn-Phong and this opengl sourcetalks about an halfway vector.
My understanding:
- This vector is only used in Blinn Phong or derivatives but not in GGX
- It is essentially an optimization for old hardware to avoid too many calculations
- Other more realistic methods (GGX..) don't limit themselves to a simple half vector but a random number of rays starting from the microfacet.
My question:
Is my understanding correct so far?
It seems logical to reach more photorealism than Blinn-Phong, but again, it has just been a few days of studying path tracers source codes and reading as much litterature as I could on the subject of Lighting.
Thanks