PBR

Artist Friendly Metallic Fresnel

PBR

http://jcgt.org/published/0003/04/03/

White balance and physically based rendering pipelines.

Part1 : http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-1-introduction/ Part2 : http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-2-practical-problem…

Eat 3D Color Correct Reference Workflow

http://bradfolio.com/tutorials/eat-3d-color-correct-reference-workflow/

Japanese memo of "off-specular peak" in PBR

概要 "Moving FrostBite to PBR" という SIGGRAPH 2014 の資料をつらつらと読んでいて, ちょっと面白いなぁと思った部分のメモです. 下図のように視点 V がすれすれ角(grazing angle)ぎみになったりラフネスが粗くなると, N・L や G 項の影響でローブの主方…

"Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering" SIGGRAPH ASIA 2015

http://www.eecs.berkeley.edu/~lingqi/

Technology & Making of "Metal Gear Solid 5" at CGWorld 2015/10

CGWORLD : https://www.wgn.co.jp/store/dat/4206/ この号はとても良い内容なので, 購入をおすすめします !! ※ Metal Gear Solid 5 については PS4 版を自宅でプレイしています. ゲーム自体もかなり面白いですし, ライティングが自然でまたアセットのクオリ…

Links for calculating sun light

Brightness and Flux Density http://www.cv.nrao.edu/course/astr534/Brightness.html How do I calculate the apparent brightness of a mirror reflecting the sun at a given distance? http://physics.stackexchange.com/questions/153870/how-do-i-cal…

Links for measuring light

"Light Measurement Handbook" by Alex Ryer http://irtel.uni-mannheim.de/lehre/seminar-psychophysik/artikel/Alex_Ryer_Light_Measurement_Handbook.pdf "Measuring Luminance with a Digital Camera" Peter D Hisocks 2014 http://www.ee.ryerson.ca/~p…

About volume integration at "Physically-based & Unified Volumetric Rendering in Frostbite" SIGGRAPH 2015

"Towards Unified and Physically-Based Volumetric Lighting in Frostbite" SIGGRAPH 2015 http://advances.realtimerendering.com/s2015/index.html

Memo of "Optimizing PBR for Mobile" by Unity at SIGGRAPH 2015

概要 記事のタイトルの資料を読んだ際の簡易メモです. 正確な情報は元の資料を参考にしていただけると助かります. 参照 "Moving Mobile Graphics - SIGGRAPH 2015 Course" の "Optimizing PBR for Mobile" https://community.arm.com/events/1155 Specular B…

PANTONE® LIGHTING INDICATOR Stickers

PBR

http://www.pantone.com/pantone-lighting-indicator-stickers

RoughnessMap or GlossinessMap/SmooothnessMap

PBR

RoughnessMap group (0.0 smooth, 1.0 : rough) Unreal Engine 4 https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html Substance https://www.allegorithmic.com/system/files/software/download/build/PBR_Gu…

Simple memo of "Real-World Measurements for CoD:AW"

概要 下の資料を読んだときの簡易メモです. より正しい情報は下の資料を参考にして下さい. Real-World Measurements for Call of Duty: Advanced Warfare (Danny Chan) http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw…

Lumens and brightness and all that

http://psgraphics.blogspot.jp/2015/08/lumens-and-brightness-and-all-that.html

WIP : Links collection of game graphics at SIGGRAPH 2015

SIGGRAPH 2015 Links by @self_shadow http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice http://blog.selfshadow.com/publications/s2015-shading-course/ Advances in …

sIBL Archive. Free HDRI Images

PBR

http://www.hdrlabs.com/sibl/archive.html

Document of cubemap and reflection probe at Unity5

Reflection Probe http://docs.unity3d.com/Manual/class-ReflectionProbe.html http://docs.unity3d.com/Manual/ReflectionProbes.html CubeMap http://docs.unity3d.com/Manual/class-Cubemap.html

"Implementation Notes: Runtime Environment Map Filtering for Image Based Lighting"

PBR

https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/

How Is the NDF Really Defined?

PBR

web : http://www.reedbeta.com/blog/2013/07/31/hows-the-ndf-really-defined/ reference "Microfacet Models for Refraction through Rough Surfaces" : http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.html

GLSL Cubic Lens Distortion

PBR

web : http://devlog-martinsh.blogspot.ca/2011/10/glsl-cubic-lens-distortion.html

Marmoset Newsfeed

PBR

http://marmosetco.tumblr.com/

Link collection of light attenuation models in games

"Moving Frostbite to PBR" SIGGRAPH 2014 http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf "Real Shading in Unreal Engine 4" SIGGRAPH 2013 p12 : http://blog.selfshadow.com/publications/s2013-shadin…

WebGL "Pragmatic Physically Based Rendering : Intro"

PBR

web : http://marcinignac.com/blog/pragmatic-pbr-intro/ demo : http://marcinignac.com/blog/pragmatic-pbr-intro/materials/

NEW LEVEL OF PHOTOREALISM IN 3D: TIPS AND TRICKS

http://80.lv/articles/ue4arch-interview-about-realiscit-environments-in-ue4/

Photographics optics at toothwalker (写真撮影の光学についての説明)

PBR

http://toothwalker.org/optics.html

Article - Physically Based Rendering

PBR

http://www.codinglabs.net/article_physically_based_rendering.aspx

"HDR Image-Based Lighting on the Web" from WebGL Insights

pdf : http://webglinsights.github.io/downloads/WebGL-Insights-Chapter-16.pdf

"PBR texturing techniques" understanding metalness

http://quixel.se/dev/issue03

"Accurate Analytic Approximations for Real-Time Specular Area Lighting"

Some light values of real worlds for CG

CG 向けの現実世界のライティングの値を少し集めたものです. lux [lx] (照度) http://en.wikipedia.org/wiki/Lux http://en.wikipedia.org/wiki/Daylight http://www.slideshare.net/SIGTART/ss-6903030 http://www.frostbite.com/wp-content/uploads/2014/1…