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Physically based lighting

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  • 1. Physically Based Lighting
    이창희
    cagetu@softnette.com
    2011.09.18
  • 2. Physically Based Lighting
    물리적으로 올바른 라이팅 모델에 대한 탐구?
    HDR 환경…
    더 사실적인…
  • 3. 선행조건
    Gamma Correction
    HDR 지원
    Good Tone Mapping
  • 4. 정규화된 Blinn-Phong(CryEngine3)
  • 5. 모든 사물은 반짝거린다?
    Everything is Shiny
    Everything is Fresnel
  • 6. 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)
  • 7. More…
  • 8. Light Scattering
    단순하게 생각하면, Fog의 일종
    일반적인 Fog보다 더 사실적인 환경 연출이 가능
    참고문서
    Rendering Outdoor Light Scattering in Real Time (GDC2002)
  • 9. Image Based Lighting(IBL)
    더욱 사실적인 라이팅을 위해서는 IBL은 필수
    물리적으로 올바른 IBL을 만들자.
    좀 더 연구를 할 필요가 있다.
  • 10. 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.
  • 11. 질문