SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
Syllabus
Wednesday, 26 August 2020, 8:30am - 12:00pm PDT
08:30
Some Thoughts on the Fresnel Term (Naty Hoffman) [slides]09:00
Bringing an Accurate Fresnel to Real-Time Rendering… (Laurent Belcour) [slides] [notebook] [code] [supplemental] [project page]09:20
MaterialX Physically Based Shading Nodes (Jonathan Stone and Niklas Harrysson) [slides: pptx, pdf]09:40
Putting the Pieces Together: A Physically(ish) Based Approach to Material Composition (Lee Kerley) [slides: key, pdf]10:00
Physically Based and Scalable Atmospheres in Unreal Engine (Sébastien Hillaire) [slides]10:20
Samurai Shading in Ghost of Tsushima (Jasmin Patry) [slides: online, pdf] [supplemental]11:00
Let’s Get Physical: The Hairy History of Shading at MPC (Rob Pieké, Igor Skliar and Will Earl) [slides]11:30
Q & A
https://blog.selfshadow.com/publications/s2020-shading-course/
Moving Mobile Graphics - SIGGRAPH 2020
Title | Presenter | Slides/notes |
Intro to Moving Mobile Graphics | Jesse Barker (Unity) | Annotated PDF |
Mobile Graphics 101 | Jesse Barker (Unity) | Annotated PDF |
Vulkan on Mobile Done Right | Jose-Emilio Munoz-Lopez (Arm) | Annotated PDF |
Deferred Shading in Unity URP | Kay-Leng Chang (Unity) | |
Large Voxel Landscapes on Mobile | Arseny Kapoulkine (Roblox) | |
High Quality, High Performance Graphics in Filament | Romain Guy (Google) | Annotated PDF / PDF (just slides) |
https://community.arm.com/developer/tools-software/graphics/b/blog/posts/moving-mobile-graphics
文章来源: 博客园
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