Physically Based Rendering

Math again :(

Reference:

Jihn Hable Blog

Physically Based Materials

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

Enterprise PBR Shading Model

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

Slope Space in BRDF Theory

BRDF Importance Sampling for Linear Lights - 2021

Physically Based Rendering - Changes in Pipeline

Physically Based Rendering