Los Angeles Convention Center, Room 515AB
Physically based shading is increasingly important in both film and game production. By adhering to physically based, energy-conserving shading models, one can easily create high-quality, realistic materials that maintain that quality under a variety of lighting environments. Traditional “ad-hoc” models require extensive tweaking to achieve the same result, so it is no surprise that physically based models have increased in popularity in film and game production, particularly because they are often no more difficult to implement or evaluate.
This course was last presented at SIGGRAPH 2010. With extensive updates, the SIGGRAPH 2012 course presents two years of advances in physically based shading. It includes new research in the area and more production examples from film and game. The course begins with a brief introduction to the physics and mathematics of shading before instructors share examples of how physically based shading models are being used in production. Real-world examples are a particular focus of this year’s course, which is designed to give attendees a practical grounding in the subject.
Introduction: The Importance of Physically Based Shading
Background: Physically Based Shading
Calibrating Lighting and Materials in Far Cry 3
Beyond a Simple Physically Based Blinn-Phong Model in Real-Time
Physical Production Shaders With OSL
Physically Based Shading at Disney
Reflection Model Design for WALL-E and Up
A basic understanding of computer graphics, lighting, and shading models.
Practitioners and researchers from the video game, computer graphics, and visual effects field who are interested in shading models and the use of physically-based shading in production.
Pixar Animation Studios
Sony Pictures Imageworks