Physically based rendering
Physically based rendering or PBR is a model in computer graphics which seeks to render graphics in a way that more accurately models the flow of light in the real world.
PBR is often characterized by - but not necessarily limited to - an approximation of a real, radiometric bidirectional reflectance distribution function, as well as accurate modeling of global illumination, conservation of energy (which balances the intensity of specular highlights with dark areas of an object), Fresnel conditions, and accurate modeling of microsurfaces.
History
The phrase was invented by Matt Pharr, Greg Humphreys, and Pat Hanrahan in their book of the same name from 2004, a seminal work in modern computer graphics which won its authors a Technical Achievement Academy Award for special effects.[1]
Process
As described by researcher Jeff Russell of Marmoset, a physically based rendering pipeline will focus on the following areas:[2]
- Reflection
- Diffusion
- Translucency and transparency
- Conservation of energy
- Metallicity
- Fresnel reflectivity
- Microsurface scattering
One distinctive feature of PBR is that - unlike many previous models which sought to differentiate surfaces between non-reflective and reflective - PBR recognizes that, in the real world, as John Hable puts it, "everything is shiny".[3] Even "flat" or "matte" surfaces in the real world such as rubber will reflect a small degree of light, and many metals and liquids will reflect a great deal of it.
References
- ↑ Pharr, Matt, Humphreys, Greg, and Hanrahan, Pat. "Physically Based Rendering". Retrieved on 14 November 2016.
- ↑ Russell, Jeff, "PBR Theory". Retrieved on 14 November 2016.
- ↑ Hable, John . "Everything Is Shiny". Retrieved on 14 November 2016.