I3D 2005 Tutorial: Physically-Based Rendering for Games—Reflectance and Beyond


Course Description

This tutorial includes a thorough overview of reflectance models for real-time rendering, as well as several real-time rendering techniques which go beyond reflectance to efficiently model phenomena such as subsurface scattering and inter-reflections. A description of the underlying physical phenomena of light and its interaction with matter is used as a background for the various rendering models and techniques. Implementation considerations are presented for each technique, as well as game production issues such as artist control.


Syllabus

April 3 (Sunday) 10:45am—5:15pm

10:45: Background (Naty Hoffman) [slides]
  • Motivation
  • Physics of Light and Matter
  • Types of Surface Reflectance
  • Reflectance Theory
  • Reflectance Model Foundations
12:00: Lunch
2:00: Background (Naty Hoffman) [slides]
  • Reflectance Models
2:30: Techniques (Dan Baker) [slides]
  • Implementation of Reflectance Models for Games
  • Texture-Space Evaluation of Reflectance Models
3:15: Break
3:45: Techniques (Dan Baker) [slides]
  • MIP-Mapping Reflectance Models
4:15: Techniques (Peter-Pike Sloan) [slides]
  • Going Beyond Reflectance with Advanced Precomputed Rendering Techniques

Presenters

Naty Hoffman currently develops advanced graphics technology for Naughty Dog in preparation for the next console generation. Before joining Naughty Dog in 2003, Naty worked at Westwood Studios where he was lead graphics programmer on Earth & Beyond. Prior to joining Westwood in 1997, Naty worked at Intel, where he was lead architect for the first MMX microprocessor and helped define the SSE and SSE 2 instruction set extensions. Naty has published in Game Programming Gems 3, Graphics Programming Methods and Game Developer and has lectured at GDC and SIGGRAPH.

Peter-Pike Sloan has been in the DirectX group at Microsoft for the past two years. Prior to that he was a member of the graphics group in Microsoft Research, a staff member at the Scientific Computing and Imaging group at the University of Utah and worked at both Evans and Sutherland and Parametric Technologies. He is interested in most aspects of computer graphics and most of his publications are available online at: http://www.ppsloan.org/publications/.

Dan Baker has been a member of the Direct3D team for nearly five years. He has played a lead role in the development of HLSL, and is currently developing the next generation of HLSL for D3D10. Dan has given many presentations at GDC and other conferences concerning advanced real time shading techniques, and has a deep knowledge of GPU architecture and concepts.