SIGGRAPH Course: Physically Based Shading in Theory and Practice(PBR渲染技术相关一些课程资源和文章)

原文:https://blog.selfshadow.com/publications/s2015-shading-course/#course_content

相关资源请见以下列表

[2015]
Physics and Math of Shading (Naty Hoffman) [slides]
layerlab: A Computational Toolbox for Layered Materials (Wenzel Jakob) [slides] [course notes]
Approximate Models for Physically Based Rendering (Michał Iwanicki & Angelo Pesce) [slides]
Real-World Measurements for Call of Duty: Advanced Warfare (Danny Chan) [course notes]
Advanced Lighting R&D at Ready At Dawn Studios (David Neubelt & Matt Pettineo) [slides: pptpdf]
Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering (Brent Burley) [slides: keynotepdf[course notes]
Physically Based Material Modeling at Weta Digital (Luca Fascione)

[2010]

Background: Physically-Based Shading (Naty Hoffman) [slides] [course notes]

Practical Implementation of Physically-Based Shading Models at tri-Ace (Yoshiharu Gotanda) [slides] [course notes]

Terminators and Iron Men: Image-Based Lighting and Physical Shading at ILM (Ben Snow) [slides] [course notes]

Faster Photorealism in Wonderland: Physically-Based Shading and Lighting at Sony Pictures Imageworks (Adam Martinez) [course notes]

[2012]
Introduction: The Importance of Physically Based Shading
 (Stephen Hill) [slides: pptpdf][2012]

Background: Physics and Math of Shading (Naty Hoffman) [slides] [course notes] [notebook: mathematicapdf]
Calibrating Lighting and Materials in Far Cry 3 (Stephen McAuley) [slides: pptpdf[video] [course notes]
10:00 Beyond a Simple Physically Based Blinn-Phong Model in Real-Time (Yoshiharu Gotanda) [slides: pptpdf[course notes]
Physical Production Shaders with OSL (Adam Martinez) [slides] [course notes]
Physically Based Shading at Disney (Brent Burley) [slides: keynotepdf[course notes]
Reflection Model Design for WALL-E and Up (Brian Smits) [slides: keynotepdf] [notebook: mathematicapdf]

[2013]

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Background: Physics and Math of Shading (Naty Hoffman) [slides] [course notes] [notebook: mathematicapdf]
Getting More Physical in Call of Duty: Black Ops II (Dimitar Lazarov) [slides: pptpdf[course notes] [notebook]
Real Shading in Unreal Engine 4 (Brian Karis) [slides: pptpdf[course notes]
Crafting a Next-Gen Material Pipeline for The Order: 1886 (David Neubelt & Matt Pettineo) [slides: pptpdf[course notes] [video] [code]
Everything You Always Wanted to Know About mia_material (Zap Andersson) [slides: pptpdf[course notes]
OSL The Great and Powerful (Adam Martinez) [slides]
Physically Based Shading at Pixar (Christophe Hery & Ryusuke Villemin) [slides] [course notes]

[2014]

Physics and Math of Shading (Naty Hoffman) [slides]
Understanding the Masking-Shadowing Function (Eric Heitz) [slides] [course notes]
Antialiasing Physically Based Shading with LEADR Mapping (Jonathan Dupuy) [slides]
Designing Reflectance Models for New Consoles (Yoshiharu Gotanda)
Moving Frostbite to PBR (Sébastien Lagarde & Charles de Rousiers) [slides: pptxpdf]
Physically Based Shader Design in Arnold (Anders Langlands) [slides] [course notes]

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转载自blog.csdn.net/vily_lei/article/details/87771340