“Physically Based Shading in Theory and Practice” by Micciulla, Hill, Conty, Drobot, Heitz, et al. …

  • ©Adam Micciulla, Stephen Hill, Alejandro Conty, Michal Drobot, Eric Heitz, Christophe Hery, Christopher Kulla, Jon Lanz, Junyi Ling, Nathan Walster, Feng Xie, and Ryusuke Villemin


Abstract:


    Prerequisites
    An understanding of shading models and their use in film or game production.

    Level
    Intermediate

    Who Should Attend
    Programmers and technical directors in the film and game industries. Researchers who want to learn how their materials are used in production.

    Description
    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.
    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 because they are often no more difficult to implement or evaluate. But physically based shading is not a solved problem, so 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, then presents speakers from film and game studios who share examples of how physically based shading models have been used in production. The next section introduces new research and explains its practical application in production. Real-world examples are a particular focus of the course.


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