References


Table of Contents


rlGgx

  1. Veach, Eric, and Leonidas J. Guibas. "Optimally combining sampling techniques for Monte Carlo rendering." SIGGRAPH, 1995.
  2. Walter, Bruce, et al. "Microfacet models for refraction through rough surfaces." EGSR'07.
  3. Colbert, Mark, Simon Premoze, and Guillaume François. “Importance sampling for production rendering.” SIGGRAPH 2010 Course Notes.
  4. Pharr, Matt, and Greg Humphreys. Physically based rendering: From theory to implementation 2/e. Morgan Kaufmann. 2010.

rlDisney (Disney “principled” BRDF)

  1. Burley, Brent. "Physically Shading in Disney. 3/e." SIGGRAPH 2012 Course Notes. [source code]
  2. Walter, Bruce, et al. “Microfacet models for refraction through rough surfaces.” EGSR'07.
  3. Heitz, Eric, and Eugene d’Eon. “Importance Sampling Microfacet‐Based BSDFs using the Distribution of Visible Normals.” EGSR'14. [slides]

rlSkin

  1. Jensen, Henrik Wann, et al. “A practical model for subsurface light transport.” SIGGRAPH 2001.
  2. Donner, Craig Steven. Towards realistic image synthesis of scattering materials. PhD Thesis, University California, San Diego, 2006.
  3. Habel, Ralf, Per H. Christensen, and Wojciech Jarosz. “Classical and Improved Diffusion Theory for Subsurface Scattering.” Technical Report, 2013.
  4. King, Alan, et al. “BSSRDF importance sampling.” SIGGRAPH Talks, 2013.
  5. Burley, Brent. “Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering.” SIGGRAPH Course Notes, 2015.
  6. Christensen, Per H., and Brent Burley. “Approximate reflectance profiles for efficient subsurface scattering.” Technical Report 15-04, Pixar, 2015.
  7. Igarashi, Takanori, Ko Nishino, and Shree K. Nayar. “The appearance of human skin: A survey.” Technical Report. 2005.
  8. Graham, Paul, et al. “Measurement‐Based Synthesis of Facial Microgeometry.” Eurographics. 2013.
  9. Jimenez, Jorge. and Javier von der Pahlen. “Next Generation Character Rendering” [demo]. GDC'13.
  10. d’Eon, Eugene, and David Luebke. “Advanced Techniques for Realistic Real-Time Skin Rendering”. GPU Gems 3 Ch. 14. 2007.
  11. Donner, Craig, and Henrik Wann Jensen. “Light diffusion in multi-layered translucent materials.” SIGGRAPH. 2005.
  12. Langlands, Anders. “Physically Based Shader Design in Arnold.” SIGGRAPH Course Notes. 2014

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