ACM SIGGRAPH 2013 Courses 2013
DOI: 10.1145/2504435.2504457
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Physically based shading in theory and practice

Abstract: HAL is a multi-disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L'archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d'enseignement et de recherche français ou étrangers, des labor… Show more

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Cited by 15 publications
(11 citation statements)
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“…Fundamentally, PBR adoption in industry consists of two principal components [MHM*13]: physically correct and consistent specifications for virtual luminaires in a scene, including emission profiles and geometric shape; and, physically correct definitions of the reflectance profiles used to describe the scattering of light at surfaces in a scene. The standard radiometric units and mathematical models used in realistic image synthesis form the foundation for this segmentation and all necessary definitions.…”
Section: Rendering Challenges and Production Concernsmentioning
confidence: 99%
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“…Fundamentally, PBR adoption in industry consists of two principal components [MHM*13]: physically correct and consistent specifications for virtual luminaires in a scene, including emission profiles and geometric shape; and, physically correct definitions of the reflectance profiles used to describe the scattering of light at surfaces in a scene. The standard radiometric units and mathematical models used in realistic image synthesis form the foundation for this segmentation and all necessary definitions.…”
Section: Rendering Challenges and Production Concernsmentioning
confidence: 99%
“…Many of these examples similarly discuss the shortcomings of previous non‐PBR ad‐hoc shading workflows, especially in the presence of secondary lighting effects, and we draw upon many such examples presented by McAuley et al . [MHM*13] in Figure : as alluded to earlier, the lack of explicit segmentation between lighting and material properties can lead to unexpected behaviour during content generation, especially in the presence of secondary illumination; for example, in the context of simple direct‐illumination simulations, an artist is afforded an additional degree of freedom when specifying lighting and material parameters, as the same image can be generated using any (infinite) number of potential lighting and material parameter settings (Figure , left column); however, once secondary lighting effects (such as physically accurate global illumination) are included, this additional degree of freedom disappears and an artist must properly account for the different roles that lighting and material play in realistic image synthesis.…”
Section: Rendering Challenges and Production Concernsmentioning
confidence: 99%
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“…Spatial variation is encoded by storing the material parameters as textures. This material representation is the most commonly used in today's production environments and games [McAuley et al 2013]. …”
Section: Introductionmentioning
confidence: 99%