What is Physically Based Rendering?
To describe
what Physically Based Rendering (PBR) is I could go on for ages, instead I decided
to make a short summary and bring up the most important parts.
What PBR does it that it uses measured surface values to create realistic shading/lighting to give a more realistic look of the specific material. This is technology that has excited in the film industry for some time and now implemented in game engines.
What PBR does it that it uses measured surface values to create realistic shading/lighting to give a more realistic look of the specific material. This is technology that has excited in the film industry for some time and now implemented in game engines.
To put it
very briefly, PBR makes it possible for artists to use real world measured
surface values to define the different materials, and so achieve more realistic
results.
The largest
difference between traditional texturing and PBR is a more detailed and
accurate behaviour of light and surfaces. What this does is that it allows an
object to under different lighting conditions still look like the material the
artist intended it to be. For example, it allow the players to still see that
an object is meant to be metal even tho there is no light source close to the
object to show this.
For PBR to
achieve it’s realistic look it uses a lot of different information, such as:
Diffusion, Reflection, Albedo, Energy Conservation etc. Here is a brief
description of some of them.
Diffusion
The
diffusion is what defines the colours of a surface. This happens when light
hits a surface and within that surface, scatters the light around which results
in the light reflecting in different angles. The light that get’s diffused
generates heat and that is why wearing black clothes during a hot summer day
generates more heat than white clothing. The light that reflects back after the
diffusion is called Albedo (Whiteness).
(Image from: http://www.marmoset.co/toolbag/learn/pbr-theory)
Reflection:
Reflection
happens when none of the light that hits the surface get’s diffused and instead
reflects into a single outgoing direction. The colour of the reflection is
generally based on the colour of the light. When it comes to various materials
such as metal the reflection colour can get tint, gold is a good example of
this since the reflection has a orange tint when light bounces of the material.
No comments:
Post a Comment