Wednesday, September 15, 2010

SIGGRAPH 2010 Course: Physically Based Shading Models in Film and Game Production

http://renderwonk.com/publications/s2010-shading-course/

Physically grounded shading models have been known for many years, but they have only recently started to replace the "ad-hoc" models in common use for both film and game production. Compared to "ad-hoc" models, which require laborious tweaking to produce high-quality images, physically-based, energy-conserving shading models easily create materials that hold up under a variety of lighting environments. These advantages apply to both photorealistic and stylized scenes, and to game development as well as production of CG animation and computer VFX. Surprisingly, physically based models are not more difficult to implement or evaluate than the traditional "ad-hoc" ones.

특히, ILM & Sony Pictures Imageworks course notes는 현재 production rendering과 관련해 우리가 어디에 위치해 있는지와, 앞으로 어떤 길로 갈지를 가늠하는데 있어 꼭 읽어 봐야하는 필수 노트라 할 수 있겠다. 

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