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SIGGRAPH: Physically Based Shading in Theory and Practice

Check out a course from SIGGRAPH 2017 that provides a brief introduction to the physics and mathematics of shading.

Check out a course from SIGGRAPH 2017 that provides a brief introduction to the physics and mathematics of shading. Experts from film and game studios explained some examples of how physically based shading models have been used in production. 

Physically based shading has transformed the way we approach production rendering and simplified the lives of artists in the process. By adhering to physically based, energy-conserving models, one can easily create realistic materials that maintain their properties under a variety of lighting conditions. In contrast, traditional ad hoc models have required extensive tweaking to achieve the same result. Building upon previous incarnations of the course, we present further research and practical advice on the subject, from film and game production.

Learn more about the course and the presenters here. You might also want to take a look at this presentation by Naty Hoffman, from the 2015 course. 

This pack can help you get that realism that 3D often lacks with various different dirt ad scratches captured from real surfaces.

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