Practical Physically Based Shading in Film and Game Production: Beyond a Simple Physically Based Blinn-Phong Model in Real-Time

نویسنده

  • Yoshiharu Gotanda
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.

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تاریخ انتشار 2012