Intel

Courses

Physically Based Shading in Theory and Practice

Wednesday, 13 August 2:00 PM - 5:15 PM | Vancouver Convention Centre, West Building, Rooms 211-214

Physically based shading is ncreasingly important in film and game production. By adhering to physically based, energy-conserving shading models, one can easily create high-quality, realistic materials that maintain their integrity under a variety of lighting environments. Traditional ad-hoc models require extensive tweaking to achieve the same result, so it is no surprise that physically based models have increased in popularity, particularly as they are often no more difficult to implement or evaluate.

This course begins with a brief introduction to the physics and mathematics of shading before delving into some exciting new research in the field. After laying the groundwork, speakers from film and game studios share examples of how physically based shading models have been used in production. New research is introduced; its practical usage in production explained; then the advantages and disadvantages are discussed. Real-world examples are a particular focus of the course, which aims to give attendees a practical grounding in the subject.

Level

Intermediate

Prerequisites

An understanding of shading models and their use in film or game production.

Intended Audience

Programmers and technical directors in the film and game industries, plus interested parties from academia who want to learn how their research is used in production.

Instructor(s)

Stephen McAuley
Ubisoft Entertainment S.A.

Stephen Hill
Ubisoft Entertainment S.A.

Jonathan Dupuy
LIGUM, LIRIS

Yoshiharu Gotanda
tri-Ace

Eric Heitz
INRIA; CNRS; Univ. Grenoble Alpes

Naty Hoffman
2K

Sébastien Lagarde
EA Frostbite

Anders Langlands
Solid Angle

Ian Megibben
Pixar Animation Studios

Farhez Rayani
Pixar Animation Studios

Charles de Rousiers
EA Frostbite