ACM SIGGRAPH 2012 Courses 2012
DOI: 10.1145/2343483.2343493
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Practical physically-based shading in film and game production

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Cited by 92 publications
(73 citation statements)
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“…NVIDIA's MentalRay, Radiance [1998], PBRT [2010], Arnold by Solid Angle Inc.). The availability of efficient PBR systems with progressive pre-visualization has promoted rapid adoption of PBR standards in the feature-film and gaming industries [McAuley et al 2012;Křivánek et al 2010]. As such, artists are becoming increasingly familiar with technical PBR concepts.…”
Section: Introductionmentioning
confidence: 99%
“…NVIDIA's MentalRay, Radiance [1998], PBRT [2010], Arnold by Solid Angle Inc.). The availability of efficient PBR systems with progressive pre-visualization has promoted rapid adoption of PBR standards in the feature-film and gaming industries [McAuley et al 2012;Křivánek et al 2010]. As such, artists are becoming increasingly familiar with technical PBR concepts.…”
Section: Introductionmentioning
confidence: 99%
“…An in depth analysis of BRDFs in half-difference parameterization was given by Burley et al in Refs. [5] and [6], who introduced a characteristic slice, i.e., a θ h × θ d subset of BRDF space, and showed its convenience for analysis of physically related properties of the BRDFs in the MERL database. A parameterized non-linear sampling along θ h in the characteristic slice was applied in Ref.…”
Section: Brdf Parameterizationsmentioning
confidence: 99%
“…This holds globally due to the random distribution of flakes and disregards the effects of mutual viewing and light rotations around the half-vector. Then we can extend the concept of bivariate BRDF [4] to bivariate SVBRDF and capture only images belonging to the characteristic slice depending on θ h and θ d [5] for fixed ϕ d = 90 • , which conveys most of the information. This restricts the number of images to n θ h × n θ d = 18 × 18 = 324; again due to the technical restriction on maximum elevation, only 243 images are captured.…”
Section: Bivariate Isotropic Representation: Constantmentioning
confidence: 99%
“…Physically-based shaders simulates materials and light based on measured physical parameters [11]. Coupled with faster hardware, the images render within a few milliseconds [7].…”
Section: A Proceduresmentioning
confidence: 99%