# Lecture 8: Cook-Torrance GGX

## Power exponent

In traditional Blinn-Phong we had a simple power parameter (usually called `shininess`

) that we used to control the size and intensity of the specular highlight.

In Cook-Torrance we want to have a more general parameter that can be used in multiple places.
Cook-Torrance defines a constant that indicates the roughness of the material, with `0`

indicating ideal smooth surfaces and `1`

indicating maximum roughness.
In practice you never want to use absolute `0`

or `1`

since these edge cases tend to produce divide-by-zero and other issues.

We can then relate our new parameter to our old `power`

variable as such:

`roughness`

is one of the material properties defined by our `.pov`

files.
We’ll use UE4’s convention for determining from roughness:

Note that for traditional Blinn-Phong (specifically, not just but if we aren’t doing Cook-Torrance at all), you should still use the above power equation for `shininess`

,
but you don’t need to square the roughness constant:

This is an arbitrary convention but I have found it works reasonably well!

## GGX Equations

### Normal Distribution Function

is the positive characteristic function:

### Geometric Shadowing Function

is the angle between and .

## Implementation Details

*Every* dot product in these equations should be “saturated”, i.e. clamped between 0 and 1.