“Physically Based Shading in Theory and Practice” by Hill, McAuley, Belcour, Hoffman, Hostettler, et al. …
Conference:
Type(s):
Title:
- Physically Based Shading in Theory and Practice
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Abstract:
Physically based shading has transformed the way we approach production rendering and simplified the lives of artists in the process. By employing shading models that adhere to physical principles, one can readily create high quality, realistic materials that maintain their appearance under a variety of lighting environments. In contrast, traditional ad hoc models required extensive tweaking to achieve comparable results – due to less intuitive behavior or unnecessary complexity – and were liable to break under different illumination. Consequently, physically based models have become widely adopted in film and game production, particularly as they are often no more difficult to implement or evaluate. That being said, physically based shading is not a solved problem, and thus the aim of this course is to share the latest theory as well as lessons from production. The course begins with a brief overview of recent advances in physically based shading, before speakers from film and game studios share examples of how physically based shading models have been used in production. New research is introduced; its practical usage in production explained; then the advantages and disadvantages are discussed. Real-world examples are a particular focus of the course, aiming to give attendees a practical grounding in the subject.
Additional Information:
- 09:00–09:20 Physics and Math of Shading (Naty Hoffman)
- 09:20–09:45 OpenPBR: A Closer Look at Novel Features and Implementation Details (Peter Kutz)
- 09:45–10:05 EON: Advancing Rough Diffuse Reflection with Energy Preservation and Clipped LTC Sampling (Peter Kutz and Stephen Hill)
- 10:05–10:30 Spectral Rendering in a Non-Spectral Renderer: How Can we Author and Render Fluorescence in RGB? (Laurent Belcour)
- 10:30–10:45 Break
- 10:45–11:10 Strand: A Production Model for Shading Hair, Fur and Feathers (Alain Hostettler)
- 11:10–11:35 Bridging the Gap Between Offline and Real Time with Neural Materials (Andrea Weidlich)
- 11:35–12:15 Driving Toward Reality: Physically Based Tone Mapping and Perceptual Fidelity in Gran Turismo 7 (Kenichiro Yasutomi, Kentaro Suzuki and Hajime Uchimura)
Intermediate
Prerequisite: An understanding of shading models and their use in film or game production.
Topics: Shading
List of topics and approximate times:
Additional Info: Using examples from film and games, this course presents advances in physically based shading in both theory and production practices, demonstrating how it enhances realism and leads to more intuitive and faster art creation.


