As previously advertised, I presented at Revision a talk on light shading. A video was recorded for the streaming and has been made available online pretty much immediately, thanks to the work of the Revision team:
Unfortunately, the last minutes are missing. I was basically comparing the Fresnel version with the manually tweaked version, and explaining that while the former might not look perfect yet, it was an out of the box result, while the latter required me to introduce some fudge factor I had to tweak. Regarding references, I couldn’t list them all so I just mentioned the most significant ones (the first part of this talk is strongly inspired by Naty Hoffmann’s course introduction) and referred to here for the rest. At last I mentioned an evaluation sheet for whoever cared to give some feedback.
Performance wise, when seeing the video I feel embarrassed. The flow is far from what I was aiming, some explanations are not crystal clear as I wanted them to be, and you can notice I was confused a couple of times by the surrounding noise (hey, did I mention it’s a party?). But on the other hand various people told me it was a good seminar so even though there is much room for improvement, it’s not that bad of a start I guess.
Over the last months I have been reading various resources on light shading, and shared the most relevant ones on this blog. Along the way I became more and more thrilled by how light interacts with materials and how we can model it to get more convincing rendering.
I found some insights to be really enlightening and very worth sharing. Therefore as a way of challenging my own understanding of this matter and as an opportunity to practice talk, I decided to speak about real-time lighting during a seminar at Revision.
Revision is a big demoparty that will be held during four days over the Easter weekend in Saarbrücken, Germany. If you are coming (which I recommend) and want to hear about shading, specular and Fresnel, come and see me!
Update: the talk is scheduled for Saturday April 7th, 14h – 15h.
Graphics programmers are quite used to the idea of specular highlight. It is usually more or less understood, or accepted, to be the reflected part of the incoming light, on top of the one that sort of bounces in every direction and that is referred to as the diffuse part. The specular term happens to have a very physical meaning though (which I won’t elaborate on for this time) and the interesting property of being polarized while the diffuse part is not.
This property is used by photographers, who add polarizing filters to their gear in order to eliminate glares and reflections from their shots when taking photos through glass or water for instance.