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Physically based lighting
 

Physically based lighting

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    Physically based lighting Physically based lighting Presentation Transcript

    • Physically Based Lighting
      이창희
      cagetu@softnette.com
      2011.09.18
    • Physically Based Lighting
      물리적으로 올바른 라이팅 모델에 대한 탐구?
      HDR 환경…
      더 사실적인…
    • 선행조건
      Gamma Correction
      HDR 지원
      Good Tone Mapping
    • 정규화된 Blinn-Phong(CryEngine3)
    • 모든 사물은 반짝거린다?
      Everything is Shiny
      Everything is Fresnel
    • 라이팅 모델(BRDF)
      Blinn-PhongvsNormalizedBlinn-Phong
      참고문서
      Crafting Physically Motivated Shading Models for Game Development(Naty Hoffman, Activition / SIGGRAPH2010)
      Beyond a glare effect for HDR Redering –Basic of Reflectance(Yoshiharu Gotanda, tri-ace / CEDEC 2009)
      Physically Based Lighting in Call of Duty: Black Ops(DimitaLazarov, Treyarch / SIGGRAPH2011)
    • More…
    • Light Scattering
      단순하게 생각하면, Fog의 일종
      일반적인 Fog보다 더 사실적인 환경 연출이 가능
      참고문서
      Rendering Outdoor Light Scattering in Real Time (GDC2002)
    • Image Based Lighting(IBL)
      더욱 사실적인 라이팅을 위해서는 IBL은 필수
      물리적으로 올바른 IBL을 만들자.
      좀 더 연구를 할 필요가 있다.
    • 정리하면…
      물리적으로 올바른 라이팅 모델
      올바른 Fresnel
      Normalized Blinn-Phong
      올바른 라이팅이 항상 뛰어난 그래픽 결과를 보여주는 것은 아니지만, 더욱 올바른 표현을 할 수 있도록 도와줄 수는 있다.
    • 질문