Zavie: Implementing a physically based shading model without locking yourself in
Audience: Programmers interested in rendering
How do you implement a Physically Based Shading for your demos yet keep the possibility to try something completely different without having to rewrite everything?
In this talk we will first get an intuitive understanding of what makes matter look the way it looks, with as much detail as we can given the time we have. We will then see how this is modeled by a BRDF (Bidirectional Reflectance Distribution Function) and review some of the available models. We will also see what makes it challenging for design and for real-time implementation. Finally we will discuss a possible implementation that allows to experiment with different models, can work in a variety of cases, and remains compatible with size coding constraints.