Table of Contents
rlGgx
- Veach, Eric, and Leonidas J. Guibas. "Optimally combining sampling techniques for Monte Carlo rendering." SIGGRAPH, 1995.
- Walter, Bruce, et al. "Microfacet models for refraction through rough surfaces." EGSR'07.
- Colbert, Mark, Simon Premoze, and Guillaume François. “Importance sampling for production rendering.” SIGGRAPH 2010 Course Notes.
- Pharr, Matt, and Greg Humphreys. Physically based rendering: From theory to implementation 2/e. Morgan Kaufmann. 2010.
rlDisney (Disney “principled” BRDF)
- Burley, Brent. "Physically Shading in Disney. 3/e." SIGGRAPH 2012 Course Notes. [source code]
- Walter, Bruce, et al. “Microfacet models for refraction through rough surfaces.” EGSR'07.
- Heitz, Eric, and Eugene d’Eon. “Importance Sampling Microfacet‐Based BSDFs using the Distribution of Visible Normals.” EGSR'14. [slides]
rlSkin
- Jensen, Henrik Wann, et al. “A practical model for subsurface light transport.” SIGGRAPH 2001.
- Donner, Craig Steven. Towards realistic image synthesis of scattering materials. PhD Thesis, University California, San Diego, 2006.
- Habel, Ralf, Per H. Christensen, and Wojciech Jarosz. “Classical and Improved Diffusion Theory for Subsurface Scattering.” Technical Report, 2013.
- King, Alan, et al. “BSSRDF importance sampling.” SIGGRAPH Talks, 2013.
- Burley, Brent. “Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering.” SIGGRAPH Course Notes, 2015.
- Christensen, Per H., and Brent Burley. “Approximate reflectance profiles for efficient subsurface scattering.” Technical Report 15-04, Pixar, 2015.
- Igarashi, Takanori, Ko Nishino, and Shree K. Nayar. “The appearance of human skin: A survey.” Technical Report. 2005.
- Graham, Paul, et al. “Measurement‐Based Synthesis of Facial Microgeometry.” Eurographics. 2013.
- Jimenez, Jorge. and Javier von der Pahlen. “Next Generation Character Rendering” [demo]. GDC'13.
- d’Eon, Eugene, and David Luebke. “Advanced Techniques for Realistic Real-Time Skin Rendering”. GPU Gems 3 Ch. 14. 2007.
- Donner, Craig, and Henrik Wann Jensen. “Light diffusion in multi-layered translucent materials.” SIGGRAPH. 2005.
- Langlands, Anders. “Physically Based Shader Design in Arnold.” SIGGRAPH Course Notes. 2014
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