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Physically Based Rendering


Reference:


Simple Curve Fitting with the Gauss-Newton Algorithm
Filament - physically based rendering engine for Android, Windows, Linux and macOS 
A Multi-Faceted Exploration - Part 1 and Part 2, (Part 4)
Seeing the whole Physically-Based picture
Fresnel Equations Considered Harmful

Physically-Based Rendering with PowerVR – Part 2


Physically based shading references, at the end of 2019
http://lousodrome.net/blog/light/2020/01/04/physically-based-rendering-references-at-the-end-of-2019/

Compact PBR texture packing and blending experiment with Shader Graph
https://docs.google.com/document/d/1mqV5N3rPRtR2ZabrUR0AkGnqCMmgv9Su4mgUxKCtod0/edit

physical lighting quantities: tying both ends
https://www.colour-science.org/posts/physical-lighting-quantities-tying-both-ends/

validating physical light units
https://interplayoflight.wordpress.com/2020/04/19/validating-physical-light-units/

Seeing the whole Physically-Based picture
http://c0de517e.blogspot.com/2019/05/seeing-whole-physically-based-picture.html

Physically based shading references, at the end of 2019
http://lousodrome.net/blog/light/2020/01/04/physically-based-rendering-references-at-the-end-of-2019/

Draw Anti-aliased Lines with Geometry Shader
https://atyuwen.github.io/posts/antialiased-line/

Tile-based optimization for post processing
https://wickedengine.net/2020/01/05/tile-based-optimization-for-post-processing/

[#78] Podcast time! & PBR Theory for Artists - Part one
https://timothydries.com/blog/lovo/78-podcast-time-amp-pbr-theory-for-artists-part-one

Physically-Based Materials – Energy Conservation and Reciprocity
https://0xef.wordpress.com/2020/05/01/physically-based-materials-energy-conservation-and-reciprocity/

Implementing a Physically Based Shading without locking yourself in
http://lousodrome.net/blog/light/2020/04/15/implementing-a-physically-based-shading-without-locking-yourself-in/

Fresnel Equations, Schlick Approximation, Metals, and Dielectrics
http://psgraphics.blogspot.com/2020/03/fresnel-equations-schlick-approximation.html

SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
https://blog.selfshadow.com/publications/s2020-shading-course/

Implementing a Physically Based Shading without locking yourself in
http://lousodrome.net/blog/light/2020/04/15/implementing-a-physically-based-shading-without-locking-yourself-in/

Physically-Based Materials – Energy Conservation and Reciprocity
https://0xef.wordpress.com/2020/05/01/physically-based-materials-energy-conservation-and-reciprocity/

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