ACM SIGGRAPH 2014 Courses 2014
DOI: 10.1145/2614028.2615431
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Physically based shading in theory and practice

Abstract: 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 … Show more

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Cited by 21 publications
(16 citation statements)
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“…for interactive rendering [WKB*02, SIMP06] or factorized axis‐aligned filtering [MYRD14]. A fundamental problem of this approach is that it builds upon a linear shading model, which is invalidated by most realistic shading models [HMD*14], spatial anti‐aliasing, and distribution effects such as depth‐of‐field or motion blur. We propose a generalized lighting–texture factorization that does not suffer from this problem; we demonstrate its effectiveness on depth‐of‐field and state‐of‐the‐art microfacet reflectance models.…”
Section: Related Workmentioning
confidence: 99%
“…for interactive rendering [WKB*02, SIMP06] or factorized axis‐aligned filtering [MYRD14]. A fundamental problem of this approach is that it builds upon a linear shading model, which is invalidated by most realistic shading models [HMD*14], spatial anti‐aliasing, and distribution effects such as depth‐of‐field or motion blur. We propose a generalized lighting–texture factorization that does not suffer from this problem; we demonstrate its effectiveness on depth‐of‐field and state‐of‐the‐art microfacet reflectance models.…”
Section: Related Workmentioning
confidence: 99%
“…Also, storing high quality normals requires additional bandwidth; more traditional ways of encoding the normal in 8‐bit or 16‐bit variables would lead to severe artifacts caused by the highly specular phenomenon that we are modeling. The shading pipeline used by our Tenderer follows the widely adopted principles within production real‐time Tenderers [HMD*14].…”
Section: Methodsmentioning
confidence: 99%
“…10). Later, the same distribution was independently proposed by Walter et al [2007] and named GGX; it is nowadays widely used in microfacet BRDFs [Hill et al 2014]. However, the GGX distribution uses only the upper part of the ellipsoid according to a local frame and does not allow for filtering or interpolation when the different input distributions are not defined in the same frame.…”
Section: The Ggx Distributionmentioning
confidence: 99%