Physically based shading
Ats Kurvet
MTAT.03.296 Computer Graphics Seminar
Tartu 2014
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Physically based shading Ats Kurvet MTAT.03.296 Computer Graphics - - PowerPoint PPT Presentation
Physically based shading Ats Kurvet MTAT.03.296 Computer Graphics Seminar Tartu 2014 1 Why use PBS? Consistency - across materials and lighting conditions. Speed - of authoring content (better tools, less variables, intuitive
Tartu 2014
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http://atskurvet.com/portfolio.html
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http://www.unrealengine.com/files/downloads/2013SiggraphPresentationsNotes.pdf
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http://www.fxguide.com/wp-content/uploads/2013/04/blueumbrella1.jpg
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http://www.cgmag.at/index.php?page=Attachment&attachmentID=5113&h=47ccf5d3bb8c3aad a9c32a34d63f957f506ae0a9
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https://www.fxguide.com/featured/gravity/
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– Basic reflections – Basic refractions
– Interference – Diffraction – Polarization
– Maxwell equations
– Photons: the atomic principle – Wave-particle duality
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vapor_lamp_with_a_flint_glass_prism_IPNr%C2%B00125.jpg
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– Describes how light interacts with the medium it is travelling in. – Spectral quantity – The complex refractive index:
the affect to the speed and thus angle of deviation.
describes the amount
http://www.topwallpaperphoto.com/wp-content/uploads/2013/09/Whiskey-Drink.jpg
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blications/s2013-shading- course/hoffman/s2013_pbs_p hysics_math_slides.pdf
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course/hoffman/s2013_pbs_physics_math_slides.pdf
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sources and ways
difference between white light and white light
http://www.ni.com/cms/image s/devzone/tut/image4_200801 09201025.png
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course/hoffman/s2013_pbs_physics_math_notes.pdf original source: “Real-Time Rendering, 3rd edition"
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course/hoffman/s2013_pbs_physics_math_notes.pdf original source: “Real-Time Rendering, 3rd edition"
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measurement of the quantity of radiation that passes through
surface and falls within a given solid angle in a specified
case “a single ray of light”.
spectral quantity.
http://upload.wikimedia.org/wikipedia/en/thu mb/6/63/Etendue-Definition.png/400px- Etendue-Definition.png
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http://filmicgames.com/archives/233
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http://filmicgames.com/archives/547
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http://filmicgames.com/archives/547
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http://filmicgames.com/archives/547
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– But only when the surface point is not shadowed
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microgeometry normals m having the same direction as the surface normal n.
and shape of the specular highlight.
https://lva.cg.tuwien.ac.at/ecg/wiki/lib/exe/fetch.php?hash=ac8b26&media=http%3A%2F%2Fwww.cs.utexas.edu%2F~fussell%2Fcourses%2Fcs3 84g%2Fprojects%2Fraytracing%2Fray_examples%2Fanisotropy_ball.jpg & http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf 45
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– Specular reflectance increases at grazing angles so the diffuse value must decrease. – Affect of roughness (microgeometry features larger than that of the sub-surface scattering distance)
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can also be represented by spherical harmonics for example.
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http://www.randomcontrol.com/images/products/arion2/importance_sampling.gif
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http://blog.selfshadow.com/publications/s2013-shading- course/pixar/s2013_pbs_pixar_notes.pdf
– Clight - intenisty of light in RGB. – lc – light direction vector
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http://www.guerrilla- games.com/presentations/Drobot_Lighting_of_Killzone_Shadow_Fall.pdf
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course/rad/s2013_pbs_rad_slides.pdf
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course/hoffman/s2013_pbs_physics_math_notes.pdf
shading
course/snow/sigg2010_physhadcourse_ILM.pdf
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