Commit e67d3bf
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Add explicit microsurface multiscattering for GGX BRDF
Implements physically-based multiscattering for rough surfaces by simulating
a random walk on the microsurface structure, allowing rays to bounce multiple
times within microfacets before escaping.
Implementation details:
- Added ggxMicrosurfaceScatter() function that performs random walk
- For rough surfaces (roughness > 0.2), rays can bounce 2-4 times within microsurface
- Each bounce samples a new microfacet normal using VNDF
- Fresnel is accumulated at each bounce for proper colored metals
- Russian roulette termination prevents infinite loops
- Throughput is applied to the final scatter result
This approach uses explicit microsurface scattering (Heitz et al. 2016,
Xie & Hanrahan 2018) rather than analytical compensation methods, which is
the correct approach for pathtracers. Unlike rasterizer-based compensation
formulas (e.g., Kulla-Conty), this method works with the pathtracer's
recursive ray tracing rather than against it.
Visual impact:
- Rough metals: Slightly brighter and more saturated at grazing angles
- Rough dielectrics: Better energy conservation, less darkening at high roughness
- Smooth surfaces: No change (falls back to single-scatter GGX)
The implementation only activates for rough surfaces where multiscatter has
visible impact, providing minimal performance overhead.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>1 parent 383bbdc commit e67d3bf
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