local illumination
reading or watching
reading or watching
- intro class
- recommended
- Bui Tuong Phong. 1975. Illumination for computer generated pictures. Commun. ACM 18, 6 (June 1975), 311-317. (ncsu)
- James F. Blinn. 1977. Models of light reflection for computer synthesized pictures. SIGGRAPH Comput. Graph. 11, 2 (July 1977), 192-198. (ncsu)
- Marshner & Shirley. (2016). Chapter 10, Surface shading. Fundamentals of Computer Graphics, AK Peters. (ncsu)
- optional
- Haines, E. Videos 133 (Simple Lighting Model) - 143 (Shading Normal) in the Udacity course Interactive 3D Graphics.
- recommended
- advanced class
- recommended
- R. L. Cook and K. E. Torrance. 1982. A Reflectance Model for Computer Graphics. ACM Trans. Graph. 1, 1 (January 1982), 7-24. (ncsu)
- Burley, B., & Studios, W. D. A. (2012, August). Physically-based shading at disney. In ACM SIGGRAPH (Vol. 2012, pp. 1-7).
- Akenine-Moller, T., Haines, E., & Hoffman, N. (2018). Physically based shading. In sections 9.4-9.8 in Real-Time Rendering. AK Peters/CRC Press. (ncsu)
- optional
- Karis, B., & Games, E. (2013). Real shading in unreal engine 4. Proc. Physically Based Shading Theory Practice, 621-635.
- Matching slides
- Michael Ashikhmin and Peter Shirley. 2000. An anisotropic phong BRDF model. J. Graph. Tools 5, 2 (February 2000), 25-32. (ncsu)
- Shirley, P.; Smits, B.; Hu, H.; Lafortune, E.; , "A practitioners' assessment of light reflection models," Computer Graphics and Applications, 1997. Proceedings., The Fifth Pacific Conference on , vol., no., pp.40-49, 13-16 Oct 1997 (ncsu)
- Schlick, C. (1994, August). An Inexpensive BRDF Model for Physically‐based Rendering. In Computer graphics forum (Vol. 13, No. 3, pp. 233-246). Blackwell Science Ltd. (ncsu)
- Karis, B., & Games, E. (2013). Real shading in unreal engine 4. Proc. Physically Based Shading Theory Practice, 621-635.
- recommended
sites
sites
- LearnOpenGL on PBR
- Substance Academy's PBR Guide
- Marmoset
- 2010 SIGGRAPH course on PBR
- Mike Seymour on rendering for Remember Me
- Unity's Erland Körner on Working with Physically Based Shading
- Khronos' glTF home page, deck and tutorial
videos
videos
- intro class
- local vs. global illumination
- phong vs. blinn-phong teapot
- phong vs. blinn-phong spheres
- advanced class
- cook-torrance teapot
- another cook-torrance teapot
- several different lighting models
- cook-torrance in unity
- cook-torrance in a realistic setting
demos
demos
- java or native
- intro class
- reflection
- Nate Robin's position & material
- lighting
- specularity at wolfram
- diffuse and specular at wolfram
- Nate Robins
- intro class
- js
- intro class
- Eck:
- Web fundamentals
- directional (infinite)
- point (local)
- threejs
- haines
- thormhalen: phong shader
- advanced class
- babylon.js
- Khronos pbr demo (with notes)
- Altered Qualia physics+pbr
- Hermann Plass' pbr demo
- demofox's webgl pbr implementation (with notes)
- minko pbr demo
- gold skull
- intro class
engine refs
engine refs