Difference between revisions of "PBR"

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* [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]
 
* [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]
 
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com
 
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com
* [http://blog.selfshadow.com/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years.
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* [http://blog.selfshadow.com/publications/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years.
  
 
== Forum Threads ==
 
== Forum Threads ==

Revision as of 13:16, 31 December 2017

Physically-Based Rendering (PBR) is an approach for materials and rendering that creates more accurate and predictable results than previous game rendering techniques, and works very well with dynamic lighting conditions (like time-of-day).

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