Physically based rendering: Difference between revisions

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==History==
 
Starting in the 1980s, a number of rendering researchers worked on establishing a solid theoretical basis for rendering, including physical correctness. Much of this work was done at the [[Cornell University]] Program of Computer Graphics; a 1997 paper from that lab<ref name=":0">{{cite journal |last1=Greenberg |first1=Donald P. |title=A framework for realistic image synthesis |journal=Communications of the ACM |date=1 August 1999 |volume=42 |issue=8 |pages=44–53 |doi=10.1145/310930.310970 |url=httphttps://www.graphics.cornell.edu/pubs/1997/GTS+97.pdf |url-status=live |archiveurl=https://web.archive.org/web/20180924033321/http://www.graphics.cornell.edu/pubs/1997/GTS+97.pdf |archivedate=24 September 2018 |access-date=27 November 2017 }}</ref> describes the work done at Cornell in this area to that point.
 
"Physically Based Shading" was introduced by [[Yoshiharu Gotanda]] during the course [https://renderwonk.com/publications/s2010-shading-course/ Physically-Based Shading Models in Film and Game Production] at the SIGGRAPH 2010. And followed by the course [https://blog.selfshadow.com/publications/ Physically Based Shading in Theory and Practice] organised by [[Stephen Hill (programmer)|Stephen Hill]] and [[Stephen McAuley]] between 2012 and 2020.