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Presentation material ball marmoset toolbag 2
Presentation material ball marmoset toolbag 2









presentation material ball marmoset toolbag 2 presentation material ball marmoset toolbag 2

The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.

presentation material ball marmoset toolbag 2

We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing. The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature. Physically based rendering (PBR) was the natural way to achieve this. We used the concept of reference to evaluate the accuracy of produced images. The core of our approach was to be as close as possible to a cinematic look. Make sure to check out the 118 page course notes on: ‎ĭuring the last few months, we have revisited the concept of image quality in Frostbite. Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.











Presentation material ball marmoset toolbag 2