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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, [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,