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@Ginurx
Last active August 22, 2023 02:01
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PBR Online Resources
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/
@JuanDiegoMontoya
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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

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