原文:https://blog.selfshadow.com/publications/s2015-shading-course/#course_content
相关资源请见以下列表
[2015]
Physics and Math of Shading (Naty Hoffman) [slides]
layerlab: A Computational Toolbox for Layered Materials (Wenzel Jakob) [slides] [course notes]
Approximate Models for Physically Based Rendering (Michał Iwanicki & Angelo Pesce) [slides]
Real-World Measurements for Call of Duty: Advanced Warfare (Danny Chan) [course notes]
Advanced Lighting R&D at Ready At Dawn Studios (David Neubelt & Matt Pettineo) [slides: ppt, pdf]
Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering (Brent Burley) [slides: keynote, pdf] [course notes]
Physically Based Material Modeling at Weta Digital (Luca Fascione)
[2010]
Background: Physically-Based Shading (Naty Hoffman) [slides] [course notes]
Practical Implementation of Physically-Based Shading Models at tri-Ace (Yoshiharu Gotanda) [slides] [course notes]
Terminators and Iron Men: Image-Based Lighting and Physical Shading at ILM (Ben Snow) [slides] [course notes]
Faster Photorealism in Wonderland: Physically-Based Shading and Lighting at Sony Pictures Imageworks (Adam Martinez) [course notes]
[2012]
Introduction: The Importance of Physically Based Shading (Stephen Hill) [slides: ppt, pdf][2012]
Background: Physics and Math of Shading (Naty Hoffman) [slides] [course notes] [notebook: mathematica, pdf]
Calibrating Lighting and Materials in Far Cry 3 (Stephen McAuley) [slides: ppt, pdf] [video] [course notes]10:00
Beyond a Simple Physically Based Blinn-Phong Model in Real-Time (Yoshiharu Gotanda) [slides: ppt, pdf] [course notes]
Physical Production Shaders with OSL (Adam Martinez) [slides] [course notes]
Physically Based Shading at Disney (Brent Burley) [slides: keynote, pdf] [course notes]
Reflection Model Design for WALL-E and Up (Brian Smits) [slides: keynote, pdf] [notebook: mathematica, pdf]
[2013]
Background: Physics and Math of Shading (Naty Hoffman) [slides] [course notes] [notebook: mathematica, pdf]
Getting More Physical in Call of Duty: Black Ops II (Dimitar Lazarov) [slides: ppt, pdf] [course notes] [notebook]
Real Shading in Unreal Engine 4 (Brian Karis) [slides: ppt, pdf] [course notes]
Crafting a Next-Gen Material Pipeline for The Order: 1886 (David Neubelt & Matt Pettineo) [slides: ppt, pdf] [course notes] [video] [code]
Everything You Always Wanted to Know About mia_material (Zap Andersson) [slides: ppt, pdf] [course notes]
OSL The Great and Powerful (Adam Martinez) [slides]
Physically Based Shading at Pixar (Christophe Hery & Ryusuke Villemin) [slides] [course notes]
[2014]
Physics and Math of Shading (Naty Hoffman) [slides]
Understanding the Masking-Shadowing Function (Eric Heitz) [slides] [course notes]
Antialiasing Physically Based Shading with LEADR Mapping (Jonathan Dupuy) [slides]
Designing Reflectance Models for New Consoles (Yoshiharu Gotanda)
Moving Frostbite to PBR (Sébastien Lagarde & Charles de Rousiers) [slides: pptx, pdf]
Physically Based Shader Design in Arnold (Anders Langlands) [slides] [course notes]