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PBR Online Resources
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A Basic Introduction to BRDF-Based Lighting [RECOMMANED] | |
https://www.cs.princeton.edu/courses/archive/fall06/cos526/tmp/wynn.pdf | |
A Reflectance Model for Computer Graphics | |
http://www.graphics.cornell.edu/~westin/consortium-home/cook-tog.pdf | |
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production | |
http://blog.selfshadow.com/publications/s2012-shading-course/#course_content | |
SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice | |
http://blog.selfshadow.com/publications/s2013-shading-course/#course_content | |
Physically-Based Shading at Disney | |
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf | |
https://github.com/wdas/brdf/blob/master/src/brdfs/disney.brdf#L71 | |
PHYSICALLY-BASED RENDERING, AND YOU CAN TOO! | |
https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ | |
Physically Based Rendering – Part one | |
https://jmonkeyengine.github.io/wiki/jme3/advanced/pbr_part1.html | |
Physically Based Rendering – Part Two | |
https://jmonkeyengine.github.io/wiki/jme3/advanced/pbr_part2.html#lighting-in-pbr | |
Physically Based Rendering – Part Three | |
https://jmonkeyengine.github.io/wiki/jme3/advanced/pbr_part3.html#image-based-lighting-in-pbr | |
Ian Dunn's Courses | |
https://iondune.github.io/calpoly/ | |
Joey de Vries's Learn OpenGL [RECOMMANED] | |
This is a great resource for beginner | |
https://learnopengl.com/ | |
Marco Alamia's Physically Based Rendering | |
http://www.codinglabs.net/article_physically_based_rendering.aspx | |
http://www.codinglabs.net/article_physically_based_rendering_cook_torrance.aspx | |
Physically-Based Reflectance for Games | |
Siggraph 2006 Course | |
http://jankautz.com/courses/GameCourse/ | |
Computer Graphics from http://www.cs.unc.edu | |
http://www.cs.unc.edu/~blloyd/comp770/ | |
Crafting a Next-Gen Material Pipeline for The Order: 1886 | |
http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_notes.pdf | |
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs | |
http://jcgt.org/published/0003/02/03/paper.pdf | |
Physically Based Rendering (PBR) – Part One from http://dominium.maksw.com | |
http://dominium.maksw.com/articles/physically-based-rendering-pbr/pbr-part-one/ | |
DONTNOD Physically based rendering chart for Unreal Engine 4 | |
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ | |
DONTNOD specular and glossiness chart | |
https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/ | |
# Unity3D | |
Physically Based Rendering Algorithms: A Comprehensive Study In Unity3D | |
http://www.jordanstevenstechart.com/physically-based-rendering | |
# Optimization | |
Optimizing GGX Shaders with dot(L,H) | |
http://filmicworlds.com/blog/optimizing-ggx-shaders-with-dotlh/ | |
# Water | |
Alex Vlachos's Water Flow in PORTAL2 | |
http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf | |
# Skin | |
Efficient Rendering of Human Skin | |
http://www.eugenedeon.com/wp-content/uploads/2014/04/efficientskin.pdf | |
Pre-Integrated Skin Shader for Unity3D | |
https://farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/ |
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The jmonkeyengine links 404. Here is an updated link to part one (the other two parts can be found here as well)
https://wiki.jmonkeyengine.org/docs/3.4/tutorials/how-to/articles/pbr/pbr_part1.html