Author Topic: Physically based rendering (PBR) references  (Read 1153 times)

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JeGX

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Physically based rendering (PBR) references
« on: January 08, 2020, 01:41:52 PM »
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Physically based shading references, at the end of 2019

A lot has happened in the graphics community in the last ten years, especially when it comes to physically based rendering (PBR). It started to become popular around 2009, as hardware made more powerful models affordable, and really took over between 2010 and 2014. Real-time engines started replacing Phong and Blinn-Phong with a normalized Blinn-Phong, until pretty much everyone switched to GGX and its long trailing reflections. Researchers explored how to make it work with image based lighting (IBL), area lights, and it seems that nowadays everyone is looking at the secondary bounce problem.

I am not sure why adoption also happened at the same in the film industry (instead of much earlier), despite having different constraints than real-time. Films made before 2010 were mostly ad hoc, until a wave converted nearly the entire industry to unbiased path tracing.

I gathered a first PBR reading list back in 2011, but since then, the community has collectively made strides of progress. I also have a better understanding of the topic myself. So I think it is time to revisit it with a new, updated (and unfortunately, longer) reading list.

However, covering the entire PBR pipeline would be way too vast, so I am going to focus on physically based shading instead, and ignore topics like physical lighting units, physically based camera or photogrammetry, even though some of the links cover those topics.

Link: http://lousodrome.net/blog/light/2020/01/04/physically-based-rendering-references-at-the-end-of-2019/