SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice

Syllabus

Wednesday, 26 August 2020, 8:30am - 12:00pm PDT

Course Summary

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)

PDF

Large Voxel Landscapes on Mobile Arseny Kapoulkine (Roblox) PDF
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

内容来源于网络如有侵权请私信删除

文章来源: 博客园

原文链接: https://www.cnblogs.com/yusjoel/p/13588519.html

你还没有登录,请先登录注册
  • 还没有人评论,欢迎说说您的想法!