Описание слайда:
References
[Ashikhmin00] A Microfaced-based BRDF Generator, Michael Ashikhmin et. al., SIGGRAPH 2000
[Burley12] Physically Based Shading at Disney, Brent Burley, SIGGRAPH 2012
[Chan18] Material Advances in Call of Duty: WWII, Danny Chan, SIGGRAPH 2018
[FdezAgüera19] A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting, Carmelo J. Fdez-Agüera, JCGT Vol. 8, No. 1
[Heitz16a] Multiple-Scattering Microfacet BSDFs with the Smith Model, Eric Heitz et. al., SIGGRAPH 2016
[Heitz16b] Real-Time Polygonal-Light Shading with Linearly Transformed Cosines, Eric Heitz et. al., SIGGRAPH 2016
[Hill16] LTC Fresnel Approximation, Stephen Hill, Tech Report,
https://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
[Jimenez12] Separable Subsurface Scattering and Photorealistic Eyes Rendering, Jorge Jimenez, SIGGRAPH 2012
[Karis13] Real Shading in Unreal Engine 4, Brian Karis, SIGGRAPH 2013
[Kulla17] Revisiting Physically Based Shading at Imageworks, Christopher Kulla & Alejandro Conty, SIGGRAPH 2017
[Lagarde14] Moving Frostbite to PBR, Sébastien Lagarde & Charles De Rousiers, SIGGRAPH 2014
[Penner11] Pre-Integrated Skin Shading, Eric Penner, SIGGRAPH 2011
[Turquin19] Practical Multiple Scattering Compensation for Microfacet Models, Emmanuel Turquin, Tech Report, http://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf