Physically Based Rendering
Math again :(
Math again :(
Reference:
Fresnel Equations, Schlick Approximation, Metals, and Dielectrics - 2020
SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice - 2020
Implementing a Physically Based Shading without locking yourself in - 2020
Physically-Based Materials – Energy Conservation and Reciprocity - 2020
The Road to PBR (I): HDR and Bloom - 2020 - Part 2
Compressing PBR material texture sets with sparsity and k-SVD dictionary learning - 2020
Physics-Based Differentiable Rendering: A Comprehensive Introduction - 2020
Filament - physically based rendering engine for Android, Windows, Linux and macOS - 2020
physical lighting quantities: tying both ends - 2020
validating physical light units - 2020
Physically-Based Materials – Energy Conservation and Reciprocity - 2020
Physically based shading references, at the end of 2019 - 2019
[#78] Podcast time! & PBR Theory for Artists - Part one - 2019
Seeing the whole Physically-Based picture - 2019
Probability Theory for Physically Based Rendering - 2019
Probability Theory for Physically Based Rendering Part 2 - 2019
Misunderstanding Multilayering (Diffuse-Specular Energy Conservation) - 2019
Misunderstanding Multiscattering - 2019
Seeing the whole Physically-Based picture - 2019
Enterprise PBR Shading Model - 2019
A Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting - 2019
Adding point and directional lights to a physically based renderer - 2019
An Intro to Physically Based Rendering for Artists and Programmers - Part 1 - 2019
Seeing the whole Physically-Based picture - 2019
Fresnel Equations Considered Harmful - 2019
Physically-Based Rendering with PowerVR – Part 2 - 2019
The Alloy - 2018
An implementation of physically based shading model & image based lighting in various graphics APIs - 2018
An Adaptive Parameterization for Efficient Material Acquisition and Rendering - 2018
A Multi-Faceted Exploration - 2018 - Part 1 and Part 2, (Part 4)
Physically Based Rendering: From Theory To Implementation - 2018
Physically Based Rendering, online - 2018
Telltale's move to PBS : shifting technologies and practices - 2017
SIGGRAPH Physically Based Shading in Theory and Practice - 2017 2016 2015 2014 2013 2012 2010
Material Layering - 2017
WebGL PBR implementation - 2017
Revisiting Physically Based Shading at Imageworks - 2017
Physically Based Shading - 2017
Physically-Based Materials: Where Are We? - 2017
Revisiting Physically Based Shading at Imageworks - 2017
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite - 2016
An End-to-End Approach to Physically Based Rendering - 2016
Physically Based Shading in Theory and Practice - 2016
Optimizing PBR for Mobile - 2015
Towards Unified and Physically-Based Volumetric Lighting in Frostbite - 2015
Physically-based & Unified Volumetric Rendering - 2015
Basic Theory of Physically-Based Rendering - 2015
Tutorial: Physically Based Rendering, And You Can Too! - 2015
Physically Based Shading in Unity 5: A Primer - 2014
Physically Based Rendering Encyclopedia - 2014
jMonkeyEngine's Physically Based Rendering - 2014
Physically Based Shader Design in Arnold - 2014
Sharing Physically Based Materials between Renderers with MDL - 2014
Global Illumination in Unity 5 - 2014
Moving Frostbite to PBR - 2014
Physically Based Shading For Artists - 2014
Coding Labs - 2013
Physically Based Rendering I - 2013
Physically Based Rendering II - Cook–Torrance - 2013
Spherical Harmonic Lighting: The Gritty Details - 2013
Readings on Physically Based Rendering - 2013
Spherical Harmonics for Beginners - 2013
Game environments – Part A: rendering Remember Me - 2013
Real Shading in Unreal Engine 4 - 2013
Physically Based Shading in Call of Duty: Black Ops 2 - 2013
Readings on Physically Based Rendering - 2013
Physically-Based Shading at Disney - 2012
Physically-based lighting in Call of Duty: Black Ops - 2011
Real-World Measurements for Call of Duty: Advanced Warfare
Going slightly physically based Physically Based Rendering
Physically Based Rendering - Changes in Pipeline
Compact PBR texture packing and blending experiment with Shader Graph
Physically Based Rendering - Phong BRDF
SIGGRAPH 2016 Course: Physically Based Shading in Theory and Practice - 2016
Physically Based Rendering - Phong BRDF
SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
Real-Time Physically Based Rendering and BRDFs
Crash Course in BRDF Implementation
NVIDIA Research: An Analytic BRDF for Materials with Spherical Lambertian Scatterers
MatMorpher: A Morphing Operator for SVBRDFs
BRDF Importance Sampling for Linear Lights - 2021
Physically Based Rendering - Changes in Pipeline