The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
What is global illumination and what are the techniques used to combat this problem in real-time applications. Talk briefly covers algorithms like instant radiosity, light propagation volumes and voxel cone tracing. Additional details within the slide notes.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
PR-302: NeRF: Representing Scenes as Neural Radiance Fields for View SynthesisHyeongmin Lee
드디어 PR12 Season 4가 시작되었습니다! 제가 이번 시즌에서 발표하게 된 첫 논문은 ""NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis"라는 논문입니다. View Synthesis라는 Task는 몇 개의 시점에서 대상을 찍은 영상이 주어지면 주어지지 않은 위치와 방향에서 바라본 대상의 영상을 합성해내는 기술입니다. 이를 위해서 본 논문에서는 대상의 3D 정보를 통째로 Neural Network가 외우게 하는 방법을 선택했는데요, 이 방식은 Implicit Neural Representation이라는 이름으로 유명해지고 있는 추세고, 2D 이미지에 대해서도 적용하려는 접근들이 늘고 있습니다.
영상 링크: https://youtu.be/zkeh7Tt9tYQ
논문 링크: https://arxiv.org/abs/2003.08934
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
Progressive Lightmapper: An Introduction to Lightmapping in UnityUnity Technologies
In 2018.1 we removed the preview label from the Progressive Lightmapper – we’ve made memory improvements, optimizations, and have had customers battle test it. We are now also working on a GPU accelerated version of the lightmapper. In this session, Tobias and Kuba will provide an intro to the basics of lightmapping and address of the most common issues that users struggle with and how to solve them. They will also provide an update on the future roadmap for lightmapping in Unity.
Tobias Alexander Franke & Kuba Cupisz (Unity Technologies)
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
"3D Gaussian Splatting for Real-Time Radiance Field Rendering"은 고화질의 실시간 복사장 렌더링을 가능하게 하는 새로운 방법을 소개합니다. 이 방법은 혁신적인 3D 가우시안 장면 표현과 실시간 차별화 렌더러를 결합하여, 장면 최적화 및 새로운 시점 합성에서 상당한 속도 향상을 가능하게 합니다. 기존의 신경 복사장(NeRF) 방법들이 광범위한 훈련과 렌더링 자원을 요구하는 문제에 대한 해결책을 제시하며, 1080p 해상도에서 실시간 성능과 고품질의 새로운 시점 합성을 위해 설계되었습니다. 이는 이전 방법들에 비해 효율성과 품질 면에서 진보를 이루었습니다
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
What is global illumination and what are the techniques used to combat this problem in real-time applications. Talk briefly covers algorithms like instant radiosity, light propagation volumes and voxel cone tracing. Additional details within the slide notes.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
PR-302: NeRF: Representing Scenes as Neural Radiance Fields for View SynthesisHyeongmin Lee
드디어 PR12 Season 4가 시작되었습니다! 제가 이번 시즌에서 발표하게 된 첫 논문은 ""NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis"라는 논문입니다. View Synthesis라는 Task는 몇 개의 시점에서 대상을 찍은 영상이 주어지면 주어지지 않은 위치와 방향에서 바라본 대상의 영상을 합성해내는 기술입니다. 이를 위해서 본 논문에서는 대상의 3D 정보를 통째로 Neural Network가 외우게 하는 방법을 선택했는데요, 이 방식은 Implicit Neural Representation이라는 이름으로 유명해지고 있는 추세고, 2D 이미지에 대해서도 적용하려는 접근들이 늘고 있습니다.
영상 링크: https://youtu.be/zkeh7Tt9tYQ
논문 링크: https://arxiv.org/abs/2003.08934
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
Progressive Lightmapper: An Introduction to Lightmapping in UnityUnity Technologies
In 2018.1 we removed the preview label from the Progressive Lightmapper – we’ve made memory improvements, optimizations, and have had customers battle test it. We are now also working on a GPU accelerated version of the lightmapper. In this session, Tobias and Kuba will provide an intro to the basics of lightmapping and address of the most common issues that users struggle with and how to solve them. They will also provide an update on the future roadmap for lightmapping in Unity.
Tobias Alexander Franke & Kuba Cupisz (Unity Technologies)
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
"3D Gaussian Splatting for Real-Time Radiance Field Rendering"은 고화질의 실시간 복사장 렌더링을 가능하게 하는 새로운 방법을 소개합니다. 이 방법은 혁신적인 3D 가우시안 장면 표현과 실시간 차별화 렌더러를 결합하여, 장면 최적화 및 새로운 시점 합성에서 상당한 속도 향상을 가능하게 합니다. 기존의 신경 복사장(NeRF) 방법들이 광범위한 훈련과 렌더링 자원을 요구하는 문제에 대한 해결책을 제시하며, 1080p 해상도에서 실시간 성능과 고품질의 새로운 시점 합성을 위해 설계되었습니다. 이는 이전 방법들에 비해 효율성과 품질 면에서 진보를 이루었습니다
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
Understanding and interpreting data is the process by which we make sense of data and such a process involves various ways of looking at the data. In this workshop, we will examine one of the most prevalent ways of looking at injury data, using examples from injury mortality and hospitalization data in British Columbia.
Equity Crowdfunding is an exciting new way for high-growth businesses to seek funding from retail investors. This presentation outlines key details of the draft Australian Equity Crowdfunding regulatory framework, and what startups and investors can anticipate when it is released.
*Announced on 3 Dec 2015, the Australian Government has presented the Corporations Amendment (Crowd-sourced Funding) Bill 2015 to the House of Representatives. Much of this presentation is based of the initial draft.
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...Globus
Large Language Models (LLMs) are currently the center of attention in the tech world, particularly for their potential to advance research. In this presentation, we'll explore a straightforward and effective method for quickly initiating inference runs on supercomputers using the vLLM tool with Globus Compute, specifically on the Polaris system at ALCF. We'll begin by briefly discussing the popularity and applications of LLMs in various fields. Following this, we will introduce the vLLM tool, and explain how it integrates with Globus Compute to efficiently manage LLM operations on Polaris. Attendees will learn the practical aspects of setting up and remotely triggering LLMs from local machines, focusing on ease of use and efficiency. This talk is ideal for researchers and practitioners looking to leverage the power of LLMs in their work, offering a clear guide to harnessing supercomputing resources for quick and effective LLM inference.
May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
Can't make Adobe Summit in Vegas? No sweat because the EMEA Marketo Engage Champions are coming to London to share their Summit sessions, insights and more!
This is a MUG with a twist you don't want to miss.
Navigating the Metaverse: A Journey into Virtual Evolution"Donna Lenk
Join us for an exploration of the Metaverse's evolution, where innovation meets imagination. Discover new dimensions of virtual events, engage with thought-provoking discussions, and witness the transformative power of digital realms."
Gamify Your Mind; The Secret Sauce to Delivering Success, Continuously Improv...Shahin Sheidaei
Games are powerful teaching tools, fostering hands-on engagement and fun. But they require careful consideration to succeed. Join me to explore factors in running and selecting games, ensuring they serve as effective teaching tools. Learn to maintain focus on learning objectives while playing, and how to measure the ROI of gaming in education. Discover strategies for pitching gaming to leadership. This session offers insights, tips, and examples for coaches, team leads, and enterprise leaders seeking to teach from simple to complex concepts.
Globus Connect Server Deep Dive - GlobusWorld 2024Globus
We explore the Globus Connect Server (GCS) architecture and experiment with advanced configuration options and use cases. This content is targeted at system administrators who are familiar with GCS and currently operate—or are planning to operate—broader deployments at their institution.
OpenFOAM solver for Helmholtz equation, helmholtzFoam / helmholtzBubbleFoamtakuyayamamoto1800
In this slide, we show the simulation example and the way to compile this solver.
In this solver, the Helmholtz equation can be solved by helmholtzFoam. Also, the Helmholtz equation with uniformly dispersed bubbles can be simulated by helmholtzBubbleFoam.
How to Position Your Globus Data Portal for Success Ten Good PracticesGlobus
Science gateways allow science and engineering communities to access shared data, software, computing services, and instruments. Science gateways have gained a lot of traction in the last twenty years, as evidenced by projects such as the Science Gateways Community Institute (SGCI) and the Center of Excellence on Science Gateways (SGX3) in the US, The Australian Research Data Commons (ARDC) and its platforms in Australia, and the projects around Virtual Research Environments in Europe. A few mature frameworks have evolved with their different strengths and foci and have been taken up by a larger community such as the Globus Data Portal, Hubzero, Tapis, and Galaxy. However, even when gateways are built on successful frameworks, they continue to face the challenges of ongoing maintenance costs and how to meet the ever-expanding needs of the community they serve with enhanced features. It is not uncommon that gateways with compelling use cases are nonetheless unable to get past the prototype phase and become a full production service, or if they do, they don't survive more than a couple of years. While there is no guaranteed pathway to success, it seems likely that for any gateway there is a need for a strong community and/or solid funding streams to create and sustain its success. With over twenty years of examples to draw from, this presentation goes into detail for ten factors common to successful and enduring gateways that effectively serve as best practices for any new or developing gateway.
Providing Globus Services to Users of JASMIN for Environmental Data AnalysisGlobus
JASMIN is the UK’s high-performance data analysis platform for environmental science, operated by STFC on behalf of the UK Natural Environment Research Council (NERC). In addition to its role in hosting the CEDA Archive (NERC’s long-term repository for climate, atmospheric science & Earth observation data in the UK), JASMIN provides a collaborative platform to a community of around 2,000 scientists in the UK and beyond, providing nearly 400 environmental science projects with working space, compute resources and tools to facilitate their work. High-performance data transfer into and out of JASMIN has always been a key feature, with many scientists bringing model outputs from supercomputers elsewhere in the UK, to analyse against observational or other model data in the CEDA Archive. A growing number of JASMIN users are now realising the benefits of using the Globus service to provide reliable and efficient data movement and other tasks in this and other contexts. Further use cases involve long-distance (intercontinental) transfers to and from JASMIN, and collecting results from a mobile atmospheric radar system, pushing data to JASMIN via a lightweight Globus deployment. We provide details of how Globus fits into our current infrastructure, our experience of the recent migration to GCSv5.4, and of our interest in developing use of the wider ecosystem of Globus services for the benefit of our user community.
Unleash Unlimited Potential with One-Time Purchase
BoxLang is more than just a language; it's a community. By choosing a Visionary License, you're not just investing in your success, you're actively contributing to the ongoing development and support of BoxLang.
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
The Earth System Grid Federation (ESGF) is a global network of data servers that archives and distributes the planet’s largest collection of Earth system model output for thousands of climate and environmental scientists worldwide. Many of these petabyte-scale data archives are located in proximity to large high-performance computing (HPC) or cloud computing resources, but the primary workflow for data users consists of transferring data, and applying computations on a different system. As a part of the ESGF 2.0 US project (funded by the United States Department of Energy Office of Science), we developed pre-defined data workflows, which can be run on-demand, capable of applying many data reduction and data analysis to the large ESGF data archives, transferring only the resultant analysis (ex. visualizations, smaller data files). In this talk, we will showcase a few of these workflows, highlighting how Globus Flows can be used for petabyte-scale climate analysis.
We describe the deployment and use of Globus Compute for remote computation. This content is aimed at researchers who wish to compute on remote resources using a unified programming interface, as well as system administrators who will deploy and operate Globus Compute services on their research computing infrastructure.
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus
As part of the DOE Integrated Research Infrastructure (IRI) program, NERSC at Lawrence Berkeley National Lab and ALCF at Argonne National Lab are working closely with General Atomics on accelerating the computing requirements of the DIII-D experiment. As part of the work the team is investigating ways to speedup the time to solution for many different parts of the DIII-D workflow including how they run jobs on HPC systems. One of these routes is looking at Globus Compute as a way to replace the current method for managing tasks and we describe a brief proof of concept showing how Globus Compute could help to schedule jobs and be a tool to connect compute at different facilities.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
Field Employee Tracking System| MiTrack App| Best Employee Tracking Solution|...informapgpstrackings
Keep tabs on your field staff effortlessly with Informap Technology Centre LLC. Real-time tracking, task assignment, and smart features for efficient management. Request a live demo today!
For more details, visit us : https://informapuae.com/field-staff-tracking/
Enhancing Project Management Efficiency_ Leveraging AI Tools like ChatGPT.pdfJay Das
With the advent of artificial intelligence or AI tools, project management processes are undergoing a transformative shift. By using tools like ChatGPT, and Bard organizations can empower their leaders and managers to plan, execute, and monitor projects more effectively.
First Steps with Globus Compute Multi-User EndpointsGlobus
In this presentation we will share our experiences around getting started with the Globus Compute multi-user endpoint. Working with the Pharmacology group at the University of Auckland, we have previously written an application using Globus Compute that can offload computationally expensive steps in the researcher's workflows, which they wish to manage from their familiar Windows environments, onto the NeSI (New Zealand eScience Infrastructure) cluster. Some of the challenges we have encountered were that each researcher had to set up and manage their own single-user globus compute endpoint and that the workloads had varying resource requirements (CPUs, memory and wall time) between different runs. We hope that the multi-user endpoint will help to address these challenges and share an update on our progress here.
4. A brief history
• 4th century B.C.
– Ancient Greeks incorrectly believe
vision involves emanations from the
eye to the object perceived.
5. A brief history
• 4th century B.C.
– Ancient Greeks incorrectly believe
vision involves emanations from the
eye to the object perceived.
– Euclid successfully describes the law
of reflection using geometry.
6. A brief history
• 17th century A.D.
– Kepler, Snell, Fermat, and Descartes
contribute to the law of refraction.
7. A brief history
• 17th century A.D.
– Kepler, Snell, Fermat, and Descartes
contribute to the law of refraction.
– Newton observes dispersion,proving
light is composed of component
colors.
8. A brief history
• 19th century A.D.
– Fresnel discovers the laws that
enable the intensity and polarization
of reflected and refracted light to be
calculated.
9. A brief history
• 19th century A.D.
– Fresnel discovers the laws that
enable the intensity and polarization
of reflected and refracted light to be
calculated.
– Maxwell summarizes and extends all
current empirical knowledge of
optics and electromagnetism with a
single set of equations.
10. A brief history
• 19th century A.D.
– Fresnel discovers the laws that
enable the intensity and polarization
of reflected and refracted light to be
calculated.
– Maxwell summarizes and extends all
current empirical knowledge of
optics and electromagnetism with a
single set of equations.
– Hertz discovers the photoelectric
effect.
11. A brief history
• 20th century A.D.
– Planck discovers a universalconstant
explainingthe relationship between
the energy and frequency of an
electromagnetic wave.
12. A brief history
• 20th century A.D.
– Planck discovers a universalconstant
explainingthe relationship between
the energy and frequency of an
electromagnetic wave.
– Einstein explains the photoelectric
effect based on streams of quantized
energy packets.
13. A brief history
• 20th century A.D.
– Planck discovers a universalconstant
explainingthe relationship between
the energy and frequency of an
electromagnetic wave.
– Einstein explains the photoelectric
effect based on streams of quantized
energy packets.
– Feynman makes large contributions
to quantum field theory and
quantum electrodynamics.
14. A brief history
• 21st century A.D.
– Jet Propulsion Laboratoryhires PhD
graduateJim Blinn to work on
computer graphics research and
simulations for various space
missions.
15. A brief history
• 21st century A.D.
– Jet Propulsion Laboratoryhires PhD
graduateJim Blinn to work on
computer graphics research and
simulations for various space
missions.
– These incredible visualizations were
shown all over the world.
21. What is physically-based rendering?
• “Many things” and “it depends”
• Must observe how it differs from other older rendering methods.
22. What is physically-based rendering?
• “Many things” and “it depends”
• Must observe how it differs from other older rendering methods.
• What makes PBR different is in how we reason about the behavior of light and
surfaces in computer graphics.
23. What is physically-based rendering?
• “Many things” and “it depends”
• Must observe how it differs from other older rendering methods.
• What makes PBR different is in how we reason about the behavior of light and
surfaces in computer graphics.
• By modeling physical phenomena rather than approximating observation, we can
achieve more mathematically stable and photorealistic visual fidelity.
24. Some terminology
• Lighting model – the behavior of interactions between materials and light sources.
Normally attributed to be a topic in physics.
25. Some terminology
• Lighting model – the behavior of interactions between materials and light sources.
Normally attributed to be a topic in physics.
• Shading model – the process of determining the color of a pixel. Normally
attributed to be a topic in computer graphics.
27. Some terminology
• Diffusion and reflection – also known as diffuse and specular reflection.
– Describe the most basic separation of light and surface interactions.
28. Some terminology
• Diffusion and reflection – also known as diffuse and specular reflection.
– Describe the most basic separation of light and surface interactions.
– Specular reflection is the behavior of light hitting a surfaceboundaryand perfectly
reflecting off of it, much like how a mirror would behave.
29. Some terminology
• Diffusion and reflection – also known as diffuse and specular reflection.
– Describe the most basic separation of light and surface interactions.
– Specular reflection is the behavior of light hitting a surfaceboundaryand perfectly
reflecting off of it, much like how a mirror would behave..
– Diffusion occurs when not all light reflects from the surface. Some will penetrate into
the interior of the illuminated object. There it will either be absorbed by the material
(usuallyconverting to heat) or scattered internally.
30. Some terminology
• Diffusion and reflection – also known as diffuse and specular reflection.
– Describe the most basic separation of light and surface interactions.
– Specular reflection is the behavior of light hitting a surfaceboundaryand perfectly
reflecting off of it, much like how a mirror would behave..
– Diffusion occurs when not all light reflects from the surface. Some will penetrate into
the interior of the illuminated object. There it will either be absorbed by the material
(usuallyconverting to heat) or scattered internally.
• The absorption and scattering of diffuselight are often quite different for different
wavelengths of light, which is what gives objects their color (e.g. if an object
absorbs most light but scatters blue, it will appear blue).
32. Blinn-Phong Shading Model
• Every surfaceis made of some material and each material reflects light differently.
33. Blinn-Phong Shading Model
• Every surfaceis made of some material and each material reflects light differently.
– Think of how metal objects are shiny and wooden objects are matte. We need to have a
way to specify material parameters that can control how a surfacereflects light.
34. Blinn-Phong Shading Model
• Every surfaceis made of some material and each material reflects light differently.
– Think of how metal objects are shiny and wooden objects are matte. We need to have a
way to specify material parameters that can control how a surfacereflects light.
• Every surfacecan then be approximated with three reflectivity constants, and
they control the intensity of the various reflections.
– 𝐾 𝑎 ambient reflectivity
– 𝐾𝑠 specular reflectivity
– 𝐾 𝑑 diffusereflectivity
– 𝑎 specular highlighting
35. Blinn-Phong Shading Model
• By sampling relevant spatial information from
a three dimensional scene, the light intensity
at point 𝑃 can be calculated.
36. Blinn-Phong Shading Model
• By sampling relevant spatial information from
a three dimensional scene, the light intensity
at point 𝑃 can be calculated.
– The normalvector 𝑁 to the surface
– The light vector 𝐿 from the surface
– The view vector 𝑉
37. Blinn-Phong Shading Model
• By sampling relevant spatial information from
a three dimensional scene, the light intensity
at point 𝑃 can be calculated.
– The normalvector 𝑁 to the surface
– The light vector 𝐿 from the surface
– The view vector 𝑉
• Lambert’s Law states that the diffusion at a
point is proportional to the cosine of the
angle between the incoming light ray 𝐿 and
the normal of the surface 𝑉.
38. Blinn-Phong Shading Model
• Diffusion value Ld derived from Lambert’s Law
– Ld = Kd * dot(N, L) * light source intensity
• Specular reflection value Ls
– Phong: Ls = Ks * exp(dot(R, V), a) * light source intensity
– Blinn: Ls = Ks * exp(dot(N, H), a) * light source intensity
• Ambient light value La
– La = Ka * ambient light intensity
39. Blinn-Phong Shading Model
• Diffusion value Ld derived from Lambert’s Law
– Ld = Kd * dot(N, L) * light source intensity
• Specular reflection value Ls
– Phong: Ls = Ks * exp(dot(R, V), a) * light source intensity
– Blinn: Ls = Ks * exp(dot(N, H), a) * light source intensity
• Ambient light value 𝐿 𝑎
– 𝐿 𝑎 = 𝐾𝑎 ∙ 𝑎𝑚𝑏𝑖𝑒𝑛𝑡 𝑙𝑖𝑔ℎ𝑡 𝑖𝑛𝑡𝑒𝑛𝑠𝑖𝑡𝑦
• Light intensity at a pixel equals the sum of 𝐿 𝑎 + 𝐿 𝑠 + 𝐿 𝑑
• shadertoy example
40. Blinn-Phong is far from perfect
• Does not respect conversation of energy. As specular power is increased, more
energy is lost from the system.
41. Blinn-Phong is far from perfect
• Does not respect conversation of energy. As specular power is increased, more
energy is lost from the system.
• Isn’t expressive enough to simulate more complex materials due to crude
approximations of diffusion and reflective properties.
42. Blinn-Phong is far from perfect
• Does not respect conversation of energy. As specular power is increased, more
energy is lost from the system.
• Isn’t expressive enough to simulate more complex materials due to crude
approximations of diffusion and reflective properties.
• Ambient lighting completely ignores diffusion properties of environment.
43. Blinn-Phong is far from perfect
• Does not respect conversation of energy. As specular power is increased, more
energy is lost from the system.
• Isn’t expressive enough to simulate more complex materials due to crude
approximations of diffusion and reflective properties.
• Ambient lighting completely ignores diffusion properties of environment.
• Terrible workflow for artists, due to final visuals being dependent on physically
incorrect “tweaks” on both lighting and art assets. Errors or discrepancies in
lighting can propagate to other assets.
45. Bidirectional Reflectance Distribution Function
• A function that describes the reflectance properties of a surface. In computer
graphics, there are different BRDF models some of which are not physically
plausible.
46. Bidirectional Reflectance Distribution Function
• A function that describes the reflectance properties of a surface. In computer
graphics, there are different BRDF models some of which are not physically
plausible.
• For a BRDF to be physicallyplausible, it must be energy conserving and exhibit
reciprocity.
47. Bidirectional Reflectance Distribution Function
• A function that describes the reflectance properties of a surface. In computer
graphics, there are different BRDF models some of which are not physically
plausible.
• For a BRDF to be physicallyplausible, it must be energy conserving and exhibit
reciprocity.
• Energy conservation states that the total amount of light re-emitted by a surface
(reflected and scattered back) is less than the total amount it received.
48. Microfacet theory
• Both diffuse and specular reflection are dependent on surfaceirregularities.
49. Microfacet theory
• Both diffuse and specular reflection are dependent on surfaceirregularities.
• In practice, the effect of surface roughness on diffuse reflection is much less
prominent because of scattering happening inside the material.
50. Microfacet theory
• Both diffuse and specular reflection are dependent on surfaceirregularities.
• In practice, the effect of surface roughness on diffuse reflection is much less
prominent because of scattering happening inside the material.
– As a result, outgoing reflected light rays are fairly independentof surfaceroughness and
incident direction. The previous Lambertian model completely ignores this.
51. Microfacet theory
• An example microfacetbased specular BRDF would be Cook-Torrance:
– 𝑓(𝑙, 𝑣) 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 =
𝐷 ℎ 𝐹 𝑣,ℎ 𝐺 𝑙,𝑣,ℎ
4 𝑛∙𝑙 (𝑛∙𝑣)
52. Microfacet theory
• An example microfacetbased specular BRDF would be Cook-Torrance:
– 𝑓(𝑙, 𝑣) 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 =
𝐷 ℎ 𝐹 𝑣,ℎ 𝐺 𝑙,𝑣,ℎ
4 𝑛∙𝑙 (𝑛∙𝑣)
• Where:
– 𝑓 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 is the reflectance at normal incident
– 𝐹 is the Fresnel reflectance term
– 𝐺 is the geometry term
– 𝐷 ℎ is the normal distribution term describing how the microfacet normal are distributed
– 𝑙 is the light direction
– 𝑣 is the view direction
– 𝑛 is the surface normal
– ℎ is the half vector between l and v
53. Microfacet theory
• An example microfacetbased specular BRDF would be Cook-Torrance:
– 𝑓(𝑙, 𝑣) 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 =
𝐷 ℎ 𝐹 𝑣,ℎ 𝐺 𝑙,𝑣,ℎ
4 𝑛∙𝑙 (𝑛∙𝑣)
• Where:
– 𝑓 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 is the reflectance at normal incident
– 𝐹 is the Fresnel reflectance term
– 𝐺 is the geometry term
– 𝐷 ℎ is the normal distribution term describing how the microfacet normal are distributed
– 𝑙 is the light direction
– 𝑣 is the view direction
– 𝑛 is the surface normal
– ℎ is the half vector between l and v
• The goal is to analytically solve the BRDF.
54. Microfacet theory
• An example microfacetbased specular BRDF would be Cook-Torrance:
– 𝑓(𝑙, 𝑣) 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 =
𝐷 ℎ 𝐹 𝑣,ℎ 𝐺 𝑙,𝑣,ℎ
4 𝑛∙𝑙 (𝑛∙𝑣)
• Where:
– 𝑓 𝑚𝑖𝑐𝑟𝑜𝑓𝑎𝑐𝑒𝑡 is the reflectance at normal incident
– 𝐹 is the Fresnel reflectance term
– 𝐺 is the geometry term
– 𝐷 ℎ is the normal distribution term describing how the microfacet normal are distributed
– 𝑙 is the light direction
– 𝑣 is the view direction
– 𝑛 is the surface normal
– ℎ is the half vector between l and v
• Let’s look at what it would take to solve one of the terms.
55. Fresnel Effect
• The amount of light you see reflected from a surface depends on the viewing angle
at which you perceive it.
56. Fresnel Effect
• The amount of light you see reflected from a surface depends on the viewing angle
at which you perceive it.
• None: 𝐹𝑛𝑜𝑛𝑒 𝑣, ℎ = 𝐹0
• Schlick: 𝐹𝑆𝑐ℎ𝑙𝑖𝑐𝑘 𝑣, ℎ = 𝐹0 + 1 − 𝐹0 (1 − 𝑣 ∙ ℎ )5
• Torrance: 𝐹𝐶𝑜𝑜𝑘−𝑇𝑜𝑟𝑟𝑎𝑛𝑐𝑒 = too long to even write …
57. Fresnel Effect
• The amount of light you see reflected from a surface depends on the viewing angle
at which you perceive it.
• None: 𝐹𝑛𝑜𝑛𝑒 𝑣, ℎ = 𝐹0
• Schlick: 𝐹𝑆𝑐ℎ𝑙𝑖𝑐𝑘 𝑣, ℎ = 𝐹0 + 1 − 𝐹0 (1 − 𝑣 ∙ ℎ )5
• Torrance: 𝐹𝐶𝑜𝑜𝑘−𝑇𝑜𝑟𝑟𝑎𝑛𝑐𝑒 = too long to even write …
• Consequently, Schlick’s Approximation has become quite popular in real time
graphics due to it’s low computational cost.
58. Conclusion
• Energy conservation is handled by the shader. A reflected ray is never brighter
than the value it had when it first hit the surface.
• The BRDF is handled by the shader. No more magic lighting values, and properties
exposed to artists are based in physical reality.
• Naturally will trend to better visual fidelity and photorealism do due basis is
physical phenomena.
• Large opportunities in numerical analysis to create performant solutions for
solving the needed terms in the BRDF. Fresnel is just one example.