2015-10-31 物理ベースレンダリング (PBR; Physically-Based Rendering) 理論に入門するためのリンク集 ちょうど今日話題になったのでざっくりまとめてみる。 概論 物理ベースレンダリング -基礎編- | Cygames Engineers' Blog Real-Time Rendering, Third Edition: Tomas Akenine-Moller, Eric Haines, Naty Hoffman: 9781568814247: Amazon.com: Books Chapter 7, Advanced Shading BRDF,Irradiance,Radianceの定義 | shikihuiku Background: Physics and Math of Shading Mathematica Notebook for the SIGGRAPH 2013 talk “Background: Physics and Math of Shading” Physics and Math of Shading (1) - graphics.hatenablog.com PBR Guide | allegorithmic 『THE COMPREHENSIVE PBR GUIDE Volume 1: The Theory of PBR by Allegor… 『THE COMPREHENSIVE PBR GUIDE – Vol. 2: Practical guidelines for creat… Art Is A Verb - "Physically Based Next-gen Rendering for Artists" by Andrew Maximov マテリアル Unreal Engine | 物理ベースのマテリアル Physically Based Shading at Disney brdf/disney.brdf at master · wdas/brdf · GitHub テクスチャ Art Is A Verb - "Physically Based Next-gen Texturing for Artists" by Andrew Maximov BRDFの正規化 ☆PROJECT ASURA☆ [Direct3D 11] 『正規化Lambert』 Blinn-Phong スペキュラの正規化について - hanecci’s Blog Half Lambert Diffuseの正規化 | shikihuiku Phongの正規化 | shikihuiku