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
