[x3d-public] beyond Blinn-Phong: PBR
Brutzman, Donald (Don) (CIV)
brutzman at nps.edu
Sun Jan 20 12:02:38 PST 2019
Wow very cool. Have tweeted, abstract follows.
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https://twitter.com/Web3DConsortium/status/1087076766689091584
Award-winning PBR book "Physically Based Rendering: From Theory To Implementation" ©2004-2018 Matt Pharr, Wenzel Jakob and Greg Humphreys, online http://www.pbr-book.org describes both mathematical theory behind modern photorealistic rendering system and practical implementation.
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Abstract. Photorealistic computer graphics is ubiquitous today, with applications that include entertainment—notably, movies and video games; product design; and architecture. Over the past decade, physically-based approaches to rendering have become widely used, where an accurate modeling of the physics of light scattering is at the heart of image synthesis. These approaches offer both visual realism and predictability.
Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as “literate programming” combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The ideas and software in this book show the reader how to design and employ a full-featured rendering system capable of creating stunning imagery.
The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on impact the first and second editions of the book had on how movies are made. The Academy called the book a “widely adopted practical roadmap for most physically based shading and lighting systems used in film production.”
Of the book, Donald Knuth wrote “This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize.”
As of October 15, 2018, the full contents of the third edition of the book are freely available online.
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On 1/21/2019 3:57 AM, Andreas Plesch wrote:
> For glTF inline support, PBR shading will be required. The glTF spec. has an example implementation for PBR but for anybody who wants to dive in more, there is the free
>
> http://www.pbr-book.org
>
> It seems somewhat artificially inflated and is based on ray tracing but explains the foundational PBR concepts in depth, and in code.
>
> I just wanted to share that resource but will point out that x3dom will have a PhysicalMaterial node and an EnvironmentLight node which are used by the glTF loader.
>
> Andreas
>
>
> ---on the phone---
>
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all the best, Don
--
Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu
Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
X3D graphics, virtual worlds, navy robotics http://faculty.nps.edu/brutzman
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