我是靠谱客的博主 纯情火车,最近开发中收集的这篇文章主要介绍我搜集的学习PBR的中英文资料链接READINGS ON PHYSICALLY BASED RENDERING PBR阅读列表,很全 https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/Physically Based Rendering BibleMask的艺术 – 近似PBR的Dota2角色渲染半小时了解PBR基于物理的渲染(PBR)入门通识,腾讯的,入门很棒浅谈PB,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

英文资料

 

BRDF 测量网站 http://people.csail.mit.edu/wojciech/BRDFDatabase/brdfs/

megascan https://megascans.se/library/free

免费材质 https://freepbr.com/

 

著名的,pbr必读的 Physically-Based Shading at Disney

https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_slides_v2.pdf

 

大神Sebastien Lagarde的 unity 巴黎头,首席图形学工程师

https://seblagarde.wordpress.com/2011/08/17/hello-world/

 

著名的理解NDF的文章 How Is The NDF Really Defined?

http://www.reedbeta.com/blog/hows-the-ndf-really-defined/

 

blinn的文章讲得真好,Models of Light Reflection for Computer Synthesized Pictures siggraph 1977

https://www.microsoft.com/en-us/research/wp-content/uploads/1977/01/p192-blinn.pdf

http://cs.uns.edu.ar/cg/clasespdf/p192-blinn.pdf

 

Trowbridge T.S.模型,blinn引用的,似乎GGX的D函数的来源

Average irregularity representation of a rough surface for ray reflection

 

The Ellipsoid Normal Distribution Function GGX的NDF

http://www.cs.cornell.edu/Projects/metalappearance/SupplementalEllipsoidNDF.pdf

 

GGX 最流行的

https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf

Microfacet Models for Refraction through Rough Surfaces

 

Beckmann分布

P.Beckmann and A. Spizzichino, The Scattering of Electromagnetic Waves from Rough Surfaces, Pergamon Press, New York 1963.

 

Jordan Stevens 很多NDF的实现和比较

http://www.jordanstevenstechart.com/physically-based-rendering

 

Earl Hammon在GDC上的演讲

https://twvideo01.ubm-us.net/o1/vault/gdc2017/Presentations/Hammon_Earl_PBR_Diffuse_Lighting.pdf

 

Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs

http://jcgt.org/published/0003/02/03/paper.pdf

 

Rendering Rough Opaque Materials with Interfaced Lambertian Microfacets 讲了几个公式的来源

https://hal.archives-ouvertes.fr/hal-01711532/document

 

R. L. Cook and K. E. Torrance, “A reflectance model for computer graphics,” ACM Transactions on Graphics, vol. 1, no. 1, pp. 7–24, january 1982.

http://inst.cs.berkeley.edu/~cs294-13/fa09/lectures/cookpaper.pdf

https://blog.uwa4d.com/archives/Study_PBR.html 中文

 

M. Oren and S. K. Nayar, “Generalization of Lambert’s reflectance model,” in ACM SIGGRAPH, july 1994, pp. 239–246.

http://www1.cs.columbia.edu/CAVE/publications/pdfs/Oren_SIGGRAPH94.pdf

 

B. T. Phong, “Illumination for computer generated pictures,” Communications of the ACM, vol. 18, no. 6, pp. 311–317, june 1975.

http://www.cs.northwestern.edu/~ago820/cs395/Papers/Phong_1975.pdf

 

J. F. Blinn, “Models of light reflection for computer synthesized pictures,” in ACM SIGGRAPH, july 1977, pp. 192–198

https://www.microsoft.com/en-us/research/wp-content/uploads/1977/01/p192-blinn.pdf

 

R. R. Lewis, “Making shaders more physically plausible,” Computer Graphics Forum, vol. 13, no. 2, pp. 109–120, may 1994.

http://users.tricity.wsu.edu/~bobl/personal/mypubs/1993_plausible.pdf

 

SMITH, B. 1967. Geometrical shadowing of a random rough surface. IEEE Trans. on Antennas and Propagation 15, 5 (september), 668–671.

 

Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations D函数的推导 

https://perso.liris.cnrs.fr/victor.ostromoukhov/publications/pdf/EGSR2015_BRDF.pdf

 

Sampling microfacet BRDF

  https://agraphicsguy.wordpress.com/2015/11/01/sampling-microfacet-brdf/

 

sample 

  • GGX
  • Beckmann
  • Blinn

The BRDF Models Based on the Cosinequadratic Function 高效的brdf计算,用cos的二次函数模拟brdf的power的计算

http://www.dasconference.ro/cd2010/data/papers/D65.pdf

 

BRDF的课件,介绍了一些Torranec-Sparrow模型和一些当时新的模型

http://courses.compute.dtu.dk/02941/slides/02941_slides_09_BRDF.pdf

 

Experimental Analysis of BRDF Models 测量brdf 著名的MERL库

http://people.csail.mit.edu/addy/research/ngan05_brdf_eval.pdf 

 

虚幻Brian karis的brdf参考

http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html

 

开发者的笔记

http://brabl.com/tag/pbr/

 

国外PBR入门,part1给美术,part2给程序

https://wiki.jmonkeyengine.org/jme3/advanced/pbr_part1.html

https://wiki.jmonkeyengine.org/jme3/advanced/pbr_part2.html

 

READINGS ON PHYSICALLY BASED RENDERING PBR阅读列表,很全 https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

Microfacet BRDF 范范的总结的blog

http://simonstechblog.blogspot.com/2011/12/microfacet-brdf.html

应用

Physically Based Rendering Bible

https://polycount.com/discussion/136390/pbr-physically-based-rendering-bible/p1

 

翻译 Physically Based Rendering Bible

https://zhuanlan.zhihu.com/p/42529595

 

传统光照模型归一化为BRDF类似的方法  Phong Normalization Factor derivation

http://www.farbrausch.de/~fg/stuff/phong.pdf

 

中文资料

最推荐 知乎大V Nvidia的文刀秋二 《基于物理着色系列》

https://zhuanlan.zhihu.com/p/20091064

 

https://zhuanlan.zhihu.com/p/33464301

猴子都能看懂的PBR(才怪)

 

https://zhuanlan.zhihu.com/p/21376124

基于物理着色:BRDF  iDarkroom开发者 Maple的

 

随笔分类 - PBR

https://www.cnblogs.com/jerrycg/category/750355.html

 

腾讯

Mask的艺术 – 近似PBR的Dota2角色渲染

https://zhuanlan.zhihu.com/p/27254617

 

半小时了解PBR

https://zhuanlan.zhihu.com/p/37639418

 

基于物理的渲染(PBR)入门通识,腾讯的,入门很棒

https://github.com/RazorYhang/PhysicallyBasedRendering101

https://zhuanlan.zhihu.com/p/43003020

 

浅谈PBR:从光学原理到基于物理的渲染

https://zhuanlan.zhihu.com/p/47869364

 

虚幻4渲染编程(重写渲染管线篇)【第一卷:从零开始推导PBR渲染模型---上】

 

其他的一些BRDF

https://zhuanlan.zhihu.com/p/47199788

https://zhuanlan.zhihu.com/p/46618943

 

毛星云写的,BRDF分类得很全面清晰

网名「浅墨」,微软MVP,《Windows游戏编程之从零开始》作者【《Real-Time Rendering 3rd》 提炼总结】(六) 第七章 · 高级着色:BRDF及相关技术

 

深入浅出基于物理的渲染一 公式推导的不错

 

https://zhuanlan.zhihu.com/p/33630079

 

PBR(物理渲染技术)在实时渲染中的概念与限制 美术总监写的 秦春林先生笔记改写

 

https://zhuanlan.zhihu.com/p/32951655

 

More DETAILS! PBR的下一个发展在哪里? 秦春林的

https://zhuanlan.zhihu.com/p/32209554

 

为什么PBR中Lambert光照要除PI?

https://zhuanlan.zhihu.com/p/29837458

 

最后

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