PBR

  • PBR(Physical based rendering) / PBS(Physical based shader)

Energy = diffuse + specular + transmission

  • https://renderwonk.com/publications/

[Ndc13]Ndc 2013 김동석:UDK로 물리기반 셰이더 만들기

siggraph 2010 tri-Ace Practical Implementation of Physically-Based Shading Models at tri-Ace (Yoshiharu Gotanda) slide cource notes

siggraph 2011 Lazarov Physically Based Lighting in Call of Duty: Black Ops Dimitar Lazarov, Lead Graphics Engineer, Treyarch

Sébastien Lagarde Moving Frostbite to PBR (Sébastien Lagarde & Charles de Rousiers) https://blog.selfshadow.com/publications/s2014-shading-course/frostbite/s2014_pbs_frostbite_slides.pdf

  • Etc
    • BSDF(Bidirectional Scattering Distribution Function)
    • BTDF(Bidirectional Transmission Distribution Function)
    • BSSRDF(Bidirectional Scattering Surface Reflectance Distribution Function)
    • SPDF(Scattering Probability Density Function)

Custom PBR

TODO

Ref

https://leegoonz.blog/2020/01/05/energy-conserved-specular-blinn-phong/ https://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/

재질

  • https://dev.epicgames.com/documentation/en-us/unreal-engine/physically-based-materials-in-unreal-engine
  • https://creativecloud.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-1
  • https://creativecloud.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-2