Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace
نویسنده
چکیده
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 hoc shading model:
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Physically-Based Shading Models in Film and Game Production
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