Practical Physically Based Shading in Film and Game Production: Beyond a Simple Physically Based Blinn-Phong Model in Real-Time
نویسنده
چکیده
0 f as the specular reflectance for the normal direction. n is the normal vector, is the outgoing direction and is the incident direction. Since then, physically based shading models have been rapidly adopted in the game industry. There are and will continue to be many titles that use energy-conserving and/or normalized shading models that include physically based parameters. Our physically based Blinn-Phong has similarities to the Cook-Torrance model in [Cook and Torrance 1982]. It is not enough, however, to reproduce the complex appearances of materials in the real world; for example, translucent, rough, layered, and retro-reflective materials. In this course, we would like to introduce our newer models that represent more complex appearances, which could not only be useful for next-generation consoles but also current-generation consoles.
منابع مشابه
Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace
In this paper, we present our practical examples of physically based shading models that we implemented. In the game industry, traditional ad-hoc shading models are mainly used because of performance, though recently, physically based models have been attracting more attention. In our studio, artists had some difficulty setting parameters for physically correct materials using the following ad ...
متن کاملCompact Metallic Reflectance Models
The paper presents simple, physically plausible, but not physically based reflectance models for metals and other specular materials. So far there has been no metallic BRDF model that is easy to compute, suitable for fast importance sampling and is physically plausible. This gap is filled by appropriate modifications of the Phong, Blinn and the Ward models. The Phong and the Blinn models are kn...
متن کاملPhysically-Based Shading Models in Film and Game Production
Physically grounded shading models have been known for many years, but they have only recently started to replace the " ad-hoc " models in common use for both film and game production. Compared to " ad-hoc " models, which require laborious tweaking to produce high-quality images, physically-based, energy-conserving shading models easily create materials that hold up under a variety of lighting ...
متن کاملPlausible Blinn-Phong Reflection of Standard Cube MIP-Maps
We describe the technique used in the G3D Innovation Engine 9.00 to produce reasonable real-time environment lighting. It adds two lines of code to a pixel shader to reasonably approximate Lambertian and Blinn-Phong glossy reflection of a standard cube map environment with a MIP-chain without preprocessing. That is, we combine Blinn’s BSDF with Blinn’s environment mapping in a modern physically...
متن کاملBounding the Albedo of the Ward Reflectance Model
is bounded by 1. Over the last five decades numerous BRDF models were introduced. Beckmann [BS63] and Torrance and Sparrow [TS67] presented physically based microfacet BRDF models that use the Gaussian distribution to define the microfacets’ surface normals. The model by Torrance and Sparrow was used in computer graphics by Cook and Torrance [CT81] and later improved by He et al. [HTSG91]. Howe...
متن کامل