Physically based shading is transforming the way we approach production rendering, and simplifying the lives of artists in the process. By adhering to physically based, energy-conserving models, one can easily create realistic materials that maintain their properties under a variety of lighting conditions. In contrast, traditional ad hoc models have required extensive tweaking to achieve the same result. Building upon previous incarnations of the course, we present further research and practical advice on the subject, from film and game production.
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AbstractWe present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing.
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This chapter presents the real-time global illumination (GI) preview system available in the Frostbite engine. Our approach is based on Monte Carlo path tracing running on the GPU, built using the DirectX Raytracing (DXR) API. We present an approach to updating light maps and irradiance volumes in real time according to elements constituting a scene. Methods to accelerate these updates, such as view prioritization and irradiance caching, are also described. A light map denoiser is used to always present a pleasing image on screen. This solution allows artists to visualize the result of their edits, progressively refined on screen, rather than waiting minutes to hours for the final result using the previous CPUbased GI solver. Even if the GI solution being refined in real time on screen has not converged after a few seconds, it is enough for artists to get an idea of the final look and assess the scene quality. It enables them to iterate faster and so achieve a higher-quality scene lighting setup.
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