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@mrdoob mrdoob commented Oct 24, 2025

I was working on improving three.js' PBR implementation and while I was using the pathtracer as reference I noticed rough materials were getting darker. I now know that that's because lack of multiscattering.

I asked Claude if it could implement multiscattering in the path tracer, and after a few tries this is what he did:

Description

Implements GGX multiscatter energy compensation to fix energy loss in rough surfaces. Uses Blender Cycles' albedo-based approach to add back missing energy as a diffuse-like multiscatter lobe.

Implementation

  • Albedo approximation: Uses Cycles' fitted curve 0.806495 * exp(-1.98712 * r²) + 0.199531 to estimate single-scatter energy capture
  • Energy compensation: Adds (1 - albedo) * Favg / π as a diffuse-like multiscatter term
  • Applied to all GGX lobes: Main specular and clearcoat both receive compensation
  • Production-tested: Based on Blender Cycles' implementation used in professional rendering

Approach

This implementation uses an analytical compensation method rather than explicit random-walk simulation. The approach estimates how much energy single-scatter GGX captures using a fitted albedo curve, then adds the missing energy back as a Lambertian-like lobe scaled by average Fresnel.

This is simpler and faster than full microsurface random-walk methods while providing good energy conservation. The fitted albedo values come from Blender Cycles' ground-truth precomputed data.

Visual Impact

  • Furnace test: All material combinations (smooth/rough × dielectric/metal) now show proper energy conservation
  • Rough surfaces: Brighter and more physically accurate, no longer darkening incorrectly
  • Smooth surfaces: Minimal compensation (albedo ≈ 1.0), maintaining correct mirror-like behavior
  • Performance: Negligible overhead - just one exp() and a few multiplications per ray

References

  • "Multiple-Scattering Microfacet BSDFs with the Smith Model" (Heitz et al. 2016)
  • Blender Cycles: intern/cycles/kernel/closure/bsdf_microfacet_multi.h
Before After Diff
image image image

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 <[email protected]>
@mrdoob mrdoob force-pushed the claude/implement-multiscattering-011CURRGomr2fhyhcb7NSCm1 branch from 27114fb to e67d3bf Compare October 24, 2025 05:41
@arodic
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arodic commented Oct 24, 2025

Here is the new subtracted from old. It clearly shows diffuse materials got a bit lighter.
1-2

At the same time old subtracted from new shows the shaded areas in the mid-roughness low-metal got slightly darker
2-1

@gkjohnson
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Thanks! I'll take a look at this more in depth when I have a chance. There has been some pretty bad energy loss for metallic materials, unfortunately. Do you mind doing a comparison of the furnace test, as well? See here.

Lastly - I know this is from Claude but do you have a reference implementation for these new functions?

@mrdoob
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mrdoob commented Oct 25, 2025

The furnace test did get "worse" indeed.

Before After
Screenshot 2025-10-25 at 13 09 04 Screenshot 2025-10-25 at 13 09 12

@mrdoob
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mrdoob commented Oct 25, 2025

Looking better now...

Before After
Screenshot 2025-10-25 at 13 09 04 Screenshot 2025-10-25 at 14 05 48

@mrdoob
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mrdoob commented Oct 25, 2025

Asked Claude to study Cycles code 🤓

Before After
Screenshot 2025-10-25 at 13 09 04 Screenshot 2025-10-25 at 14 56 39

@mrdoob mrdoob changed the title Add explicit microsurface multiscattering for GGX BRDF Add GGX multiscatter compensation with Cycles albedo method Oct 25, 2025
@mrdoob
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mrdoob commented Oct 25, 2025

Updated PR description.

@mrdoob
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mrdoob commented Oct 26, 2025

I just found this other PR: #349

How come you didn't merge that one back then?

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4 participants