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[[File:Physically Based Rendering Sample 2.png|thumb|upright=1.2|A [[diamond plate]] texture rendered close-up using physically based rendering principles. [[Specular highlight#Microfacets|Microfacet]] abrasions cover the material, giving it a rough, realistic look even though the material is a [[metal]]. [[Specular highlight]]s are high and realistically modeled at the appropriate edge of the tread using a [[normal mapping|normal map]].]]
'''Physically based rendering''' ('''PBR''') is a
==History==
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The phrase "Physically Based Rendering" was more widely popularized by [[Matt Pharr]], Greg Humphreys, and [[Pat Hanrahan]] in their book of the same name from 2004, a seminal work in modern computer graphics that won its authors a Technical Achievement [[Academy Award]] for [[special effects]].<ref name=":1">{{Cite book |last=Pharr |first=Matt |title=Physically Based Rendering: From Theory to Implementation |last2=Humphreys |first2=Greg |last3=Hanrahan |first3=Pat |publisher=Morgan Kaufmann |year=2004 |isbn=9780080538969 |edition=1st}}</ref> The book is now in its fourth edition.<ref name=":2">{{Cite book |last=Pharr |first=Matt |title=Physically Based Rendering: From Theory to Implementation |last2=Jakob |first2=Wenzel |last3=Humphreys |first3=Greg |publisher=The MIT Press |year=2023 |isbn=9780262048026 |edition=4th}}</ref>
The first successful, yet partial implementation of physically-based rendering in a video game can be found in the 2013 title Remember Me, that despite being built on a game engine not natively supporting this technology ([[Unreal Engine#Unreal Engine 3|Unreal Engine 3
==Process==
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