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Physically Based Shading in Theory and Practice

Stephen Hill 1 Stephen Mcauley 2 Jonathan Dupuy 3, 4 Yoshiharu Gotanda 5 Eric Heitz 6 Naty Hoffman 7 Sébastien Lagarde 8 Anders Langlands 9 Ian Megibben 9 Farhez Rayani 9 Charles de Rousiers 8 
3 R3AM - Rendu Réaliste pour la Réalité Augmentée Mobile
LIRIS - Laboratoire d'InfoRmatique en Image et Systèmes d'information
6 MAVERICK - Models and Algorithms for Visualization and Rendering
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology
Abstract : Physically based shading is transforming the way we approach production rendering, and simplifying the lives of artists in the process. By adhering to physically based, energy-conserving models, one can easily create realistic materials that maintain their properties under a variety of lighting conditions. In contrast, traditional ad hoc models have required extensive tweaking to achieve the same result. Building upon previous incarnations of the course, we present further research and practical advice on the subject, from film and game production.
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Submitted on : Friday, September 19, 2014 - 1:56:04 PM
Last modification on : Friday, November 18, 2022 - 9:26:28 AM
Long-term archiving on: : Saturday, December 20, 2014 - 11:36:13 AM

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  • HAL Id : hal-01066241, version 1

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Stephen Hill, Stephen Mcauley, Jonathan Dupuy, Yoshiharu Gotanda, Eric Heitz, et al.. Physically Based Shading in Theory and Practice. ACM SIGGRAPH Courses, Aug 2014, Vancouver, Canada. ⟨hal-01066241⟩

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