SIGGRAPH: Physically Based Shading in Theory and Practice
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
York US   26, Mar — 29, Mar
Boston US   28, Mar — 1, Apr
Anaheim US   29, Mar — 1, Apr
RALEIGH US   30, Mar — 1, Apr
Latest comments

Bit late to the game. The kickstarter got cancelled in January! :(

by koen vosters
3 hours ago

Kickstarter failed and it got cancelled?

by Madhav Bharadwaj
5 hours ago

will the course contain timelapses?

SIGGRAPH: Physically Based Shading in Theory and Practice
24 October, 2017

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. 


Leave a Reply