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Physically Based Rendering for Artists

  • d1ver
  • September 12, 2013 at 6:06 AM
  • d1ver
    • September 12, 2013 at 6:06 AM
    • #1

    Wassup Mapcore!

    If any of you are interested in understanding next gen material systems I did something last week that might come in handy for you


    Short Version:

    Physically Based Rendering for Artists - Recap - YouTube

    Longer Version:

    Physically Based Rendering for Artists - YouTube

    Slides are here, btw:

    http://artisaverb.info/PBR.html

    I apologize for low production values in advance and promise to practice my manlier voice next time

    Cheers,

    Andrew

  • mjens
    • September 12, 2013 at 11:14 AM
    • #2

    Looks like physically based lighting is on hype! Nice article

  • onji
    • September 12, 2013 at 1:00 PM
    • #3

    Lovely stuff, I'd be interested in seeing how it affects performance. Any engines planning on implementing this?

  • d1ver
    • September 12, 2013 at 5:26 PM
    • #4

    Thanks for all the likes guys.


    Seir, it is the future of mainstream real-time cg after all


    Onji, it's already in UE4 and the new CryEngine. Also virtually every single game that looks next gen is using it, so from that we can conclude that proprietary engines of Guerrilla, Sucker Punch, Sony Santa Monica, D.I.C.E. , Infinity Ward, Treyarch etc... also have that implemented. Treyarch had IBL implemented in some form as early as Black Ops 2 I think. Also Remember Me uses PBR on UE3.


    The implementation itself doesn't seem super crazy. A few hundred lines of code. The problem is sampling the scene for reflections and lighting. This is where it gets more expensive 'cause you have more stuff to render and then sample in the shader. Most engines usually just got reflection cubemaps placed around the level.

    But since it's for next gen we also get increased horsepower and it seems like everyone is more then happy to spend it on PBR.

  • ZZZ
    • September 12, 2013 at 8:42 PM
    • #5

    Neat and saves the burden on artits side.

    I suspect that the next burden to be alleviated is the "physics" side of motion in games. I'm talking about things like splashing water, blood, paint, debris, hand painting cracks on textures, deformation of objects on the fly, the dynamic side that makes a game world feels more alive, rather than photoreal and static.

  • Thrik
    • September 12, 2013 at 9:30 PM
    • #6
    Quote from 0kelvin

    Neat and saves the burden on artits side.

    I suspect that the next burden to be alleviated is the "physics" side of motion in games. I'm talking about things like splashing water, blood, paint, debris, hand painting cracks on textures, deformation of objects on the fly, the dynamic side that makes a game world feels more alive, rather than photoreal and static.


    I'd love to see Valve whip out something like this for Half-Life 3, the same way they made me jizz myself with the Half-Life 2 physics and materials. Maybe the weird materials in Portal 2 were them experimenting with it. (Probably not.)


    http://www.youtube.com/watch?v=IaZ75vU112Q

  • selmitto
    • September 12, 2013 at 10:04 PM
    • #7
    Quote from Thrik

    blablabla ... Half-Life 3 ... blablabla

  • Thrik
    • September 12, 2013 at 10:06 PM
    • #8

    [Blocked Image: http://vorpalbunnyranch.files.wordpress.com/2011/01/elialyxwhiteforest.jpg]

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