{"id":97,"date":"2011-12-27T16:07:19","date_gmt":"2011-12-27T16:07:19","guid":{"rendered":"http:\/\/lousodrome.net\/blog\/light\/?p=97"},"modified":"2014-02-15T09:14:09","modified_gmt":"2014-02-15T09:14:09","slug":"readings-on-physically-based-rendering","status":"publish","type":"post","link":"https:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/","title":{"rendered":"Readings on physically based rendering"},"content":{"rendered":"<p>Physically based rendering (PBR) seems to be the hot thing recently in game as well as film industries. Last year at SIGGRAPH <a href=\"http:\/\/twitter.com\/renderwonk\">Naty Hoffman<\/a> led a <a href=\"http:\/\/renderwonk.com\/publications\/s2010-shading-course\/\">course on physically based shading<\/a>. The first talk in particular gives some excellent <a href=\"http:\/\/renderwonk.com\/publications\/s2010-shading-course\/hoffman\/s2010_physically_based_shading_hoffman_a.pdf\">insights on the physics behind lighting<\/a>.<\/p>\n<p>This year, at SIGGRAPH again, the <a href=\"http:\/\/advances.realtimerendering.com\/s2011\/Lazarov-Physically-Based-Lighting-in-Black-Ops%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx\">physically based lighting used in <em>Call of Duty: Black Ops<\/em><\/a> was one of the topics of the course <a href=\"http:\/\/advances.realtimerendering.com\/s2011\/index.html\">Advances in Real-Time Rendering in 3D Graphics and Games<\/a>. <a href=\"http:\/\/twitter.com\/keefjudge\">Keith Judge<\/a> wrote an article to <a href=\"http:\/\/altdevblogaday.com\/2011\/08\/23\/shader-code-for-physically-based-lighting\/\">sum up the ideas presented in this talk in shading language<\/a>. <a href=\"http:\/\/twitter.com\/SebLagarde\">S\u00e9bastien Largarde<\/a> also has some insights on the shift to <a href=\"http:\/\/seblagarde.wordpress.com\/2011\/08\/17\/feeding-a-physical-based-lighting-mode\/\">physically based shading from a production point of view<\/a>.<\/p>\n<p>On a narrower topic <a href=\"http:\/\/twitter.com\/rorydriscoll\">Rory Driscoll<\/a> briefly <a href=\"http:\/\/www.rorydriscoll.com\/2009\/01\/25\/energy-conservation-in-games\/\">explained the problem of energy conservation<\/a>, a first but important step toward PBR, in a convincing and straight to the point manner. In articles mentioning normalization factors the origin is not always clear, especially when authors take shortcuts to avoid digressing from their topic. Fortunately <a href=\"http:\/\/twitter.com\/rygorous\">Fabian Giesen<\/a> wrote a demonstration of the <a href=\"http:\/\/www.farbrausch.de\/~fg\/stuff\/phong.pdf\">normalization factor for the Phong and Blinn-Phong models<\/a> and Chris\u00adt\u00adian Sch\u00fcler gathered <a href=\"http:\/\/www.thetenthplanet.de\/archives\/255\">various of the normalization terms we can see in publications<\/a>, with proper references.<\/p>\n<p>There are many other sources to read, but I will stop there for now. Just follow the links and you have plenty of reading already. ;)<\/p>\n<hr \/>\n<p><strong>Addendum<\/strong>: S\u00e9bastien pointed out this article on <a href=\"http:\/\/blog.stevemcauley.com\/2011\/12\/03\/energy-conserving-wrapped-diffuse\/\">energy conservation for wrapped diffuse lighting<\/a> and this one on <a href=\"http:\/\/simonstechblog.blogspot.com\/2011\/12\/microfacet-brdf.html\">physically plausible microfacet BRDF<\/a>, which includes a WebGL demo to play with.<\/p>\n<hr \/>\n<p><strong>Update<\/strong>: Tri-Ace has made a couple of presentations on the matter over the last years, which you can find on <a href=\"http:\/\/research.tri-ace.com\/\">their research page<\/a>.<\/p>\n<hr \/>\n<p><strong>Update<\/strong>: this article, <a href=\"http:\/\/www.marmoset.co\/toolbag\/learn\/pbr-theory\">Basic Theory of Physically-Based Rendering<\/a>, presents the ideas of PBR in a very easy to read manner and works well as an introduction.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Physically based rendering (PBR) seems to be the hot thing recently in game as well as film industries. Last year at SIGGRAPH Naty Hoffman led a course on physically based shading. The first talk in particular gives some excellent insights &hellip; <a href=\"https:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[17],"tags":[62,65,58,61,63,227,60,64,57],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.13 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Readings on physically based rendering &ndash; Light is beautiful<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Readings on physically based rendering &ndash; Light is beautiful\" \/>\n<meta property=\"og:description\" content=\"Physically based rendering (PBR) seems to be the hot thing recently in game as well as film industries. Last year at SIGGRAPH Naty Hoffman led a course on physically based shading. The first talk in particular gives some excellent insights &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\" \/>\n<meta property=\"og:site_name\" content=\"Light is beautiful\" \/>\n<meta property=\"article:published_time\" content=\"2011-12-27T16:07:19+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2014-02-15T09:14:09+00:00\" \/>\n<meta name=\"author\" content=\"Julien Guertault\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@Zavie\" \/>\n<meta name=\"twitter:site\" content=\"@Zavie\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Julien Guertault\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"2 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/#article\",\"isPartOf\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\"},\"author\":{\"name\":\"Julien Guertault\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"headline\":\"Readings on physically based rendering\",\"datePublished\":\"2011-12-27T16:07:19+00:00\",\"dateModified\":\"2014-02-15T09:14:09+00:00\",\"mainEntityOfPage\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\"},\"wordCount\":311,\"commentCount\":0,\"publisher\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"keywords\":[\"Blinn-Phong\",\"BRDF\",\"diffuse\",\"Phong\",\"physically based rendering\",\"reading list\",\"shading\",\"SIGGRAPH\",\"specular\"],\"articleSection\":[\"Rendering\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\",\"url\":\"http:\/\/lousodrome.net\/blog\/light\/2011\/12\/27\/readings-on-physically-based-rendering\/\",\"name\":\"Readings on physically based rendering &ndash; 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