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Microfacet models represent rough surfaces as collections of tiny facets described by a normal distribution

Microfacet models treat rough surfaces as a collection of small microfacets, each behaving like a tiny mirror. The surface’s roughness is captured by the distribution function D(w_h), which gives the differential area of microfacets whose normal is w_h. Only microfacets whose normal aligns with the half-angle vector between incoming and outgoing directions contribute to specular reflection. Smoother surfaces have a narrow normal distribution (tight highlights); rougher surfaces have a broad distribution (wide, diffuse-looking reflection). This framework underlies most modern PBR materials in games and VFX.

Examples

A near-smooth surface has D concentrated near the normal — a tight specular highlight. A rough surface has D spread broadly — a wide highlight. GGX/Trowbridge-Reitz is the most common D in real-time rendering.

Assessment

Given two materials with roughness 0.1 and 0.8, describe how their specular highlights differ, and explain which term of the microfacet BRDF controls that.

“rough surfaces can be modeled as a collection of small microfacets”