Mikhail Kyyashko "PBR (physically based rendering) for artists and programmers"
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15 slides
Apr 09, 2019
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About This Presentation
GameDev Tech
Size: 80.61 MB
Language: en
Added: Apr 09, 2019
Slides: 15 pages
Slide Content
Roman Tinkov PBR for artists and programmers
Graphics evolution Far Cry 3 Far Cry 5
Physically based rendering (PBR) – collection of render techniques aimed to mimic light behavior in a physically plausible way. Uses optics principles and physical properties of surfaces Physically based , not physically correct rendering. Uses real world physics approximation To be considered physically based must follow next conditions: - Be based on the microfacet surface model - Be energy conserving - Use a physically based BRDF
Microfacet theory Any surface at a microscopic scale can be described by tiny little perfectly reflective mirrors Rough surface scatter incoming light in various directions
Energy conservation Outgoing light energy should never exceed the incoming light energy (excluding emissive surfaces) More rough surface = specular reflection area increases, brightness decreases
Bidirectional reflectance distribution function (BRDF) Describes the reflectance properties of a surface Many different BRDF models – some of which are not physically plausible
Practical use of PBR Two common workflows: Metal – Roughness Specular - Glossiness Based on physical properties: Albedo Gloss Reflectivity
Metal – roughness Two main types of surfaces: Conductive (Metals) Non – conductive (Dielectrics)
Physical nature of materials Some parameters can be obtained from real world. Initially by using photogrammetery . Can be found on Internet Some editors has material preset with these values.
Photogrammetery Technique used to obtain information from real world using photography After processing provides 3D model with texture information De- lighted textures = Albedo Surface smoothness measured by Glossmeter
Shaders Program that handles graphical calculations Takes texture maps as inputs PBR shaders are quite heavy Less guessing in search of correct value
Visual shader editors Non – programmers can create own shaders Based on template shader written by programmers Examples: Unreal material editor, Amplify shader editor for Unity, Blender material editor
Summary PBR is an approximation of real world, still have good benefits: Image look better, close to real world Artists can use real physical values in material creation, less guessings and hacks Programmers can rely more on mathematical functions than on visual guidance Most important! PBR material will look correctly in any lighting conditions Sketchfab PBR sphere