Physically Based Shading at SIGGRAPH 2014
- 14:00–14:20 Physics and Math of Shading (Naty Hoffman)
- 14:20–14:40 Understanding the Masking-Shadowing Function (Eric Heitz)
- 14:40–15:00 Antialiasing Physically Based Shading with LEADR Mapping (Jonathan Dupuy)
- 15:00–15:30 Designing Reflectance Models for New Consoles (Yoshiharu Gotanda)
- 15:45–16:15 Moving Frostbite to PBR (Sébastien Lagarde and Charles de Rousiers)
- 16:15–16:35 Physically Based Shader Design in Arnold (Anders Langlands)
- 16:35–17:15 Art Direction within Pixar’s Physically Based Lighting System (Ian Megibben and Farhez Rayani)
Related papers and slides
- "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs" Eric Heitz. Research Report.
- LEADR "Linear Efficient Antialiased Displacement and Reflectance Mapping"