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
- https://www.slideshare.net/dongminpark71/ndc19-pbr-143928930
- 언차티드4 테크아트 파트4 Special Case Materials - Moss & Wetness & Glass
- 언차티드4 테크아트 파트3 MicroShadowBRDF Term
Ref
- https://www.slideshare.net/MRESC/pbr-vol2-131205432
- Adobe The PBR Guide
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