SIGGRAPH: Physically Based Shading in Theory and Practice
Subscribe:  iCal  |  Google Calendar
Birmingham GB   20, Sep — 24, Sep
Chiba JP   20, Sep — 24, Sep
Ohio US   21, Sep — 24, Sep
Los Angeles US   27, Sep — 1, Oct
Latest comments
by Somebody once told me...
29 min ago

Well, good idea Netflix. At least deamons are already black and don't need to be changed in order to push you SJW agenda.

by Samuel Degemu
2 hours ago

The work you did on the depth of field is very impressive. I'll look into CryEngine

by Assignment Help
18 hours ago

An unmatched and nonpareil post i have ever seen. The content is so appealing that it has created an impulse to avail Assignment Help Singapore services.

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

Be the First to Comment!