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BREAKING NEWS

LATEST POSTS

  • Design in modern architecture and decorating

    pIXELsHAM.com
    Dec 3, 2018
    design

    Views : 1,132
  • A.I. technology can identify genetic diseases… by looking at your face

    pIXELsHAM.com
    Dec 3, 2018
    A.I., cool

    edition.cnn.com/2019/01/08/health/ai-technology-to-identify-genetic-disorder-from-facial-image-intl/index.html

    Views : 1,143
  • GrabCad – After the basics: a 3D printing handbook

    pIXELsHAM.com
    Dec 3, 2018
    3Dprinting

    d2pye4zfc3qqup.cloudfront.net/wp-content/uploads/2016/02/10112329/after-the-basics-a-3d-printing-handbook1.pdf

    pdf icon after-the-basics-a-3d-printing-handbook1.pdf
    Views : 1,059
  • What is physically correct lighting all about?

    pIXELsHAM.com
    Dec 1, 2018
    lighting, production

    http://gamedev.stackexchange.com/questions/60638/what-is-physically-correct-lighting-all-about

     

    2012-08 Nathan Reed wrote:

    Physically-based shading means leaving behind phenomenological models, like the Phong shading model, which are simply built to “look good” subjectively without being based on physics in any real way, and moving to lighting and shading models that are derived from the laws of physics and/or from actual measurements of the real world, and rigorously obey physical constraints such as energy conservation.

     

    For example, in many older rendering systems, shading models included separate controls for specular highlights from point lights and reflection of the environment via a cubemap. You could create a shader with the specular and the reflection set to wildly different values, even though those are both instances of the same physical process. In addition, you could set the specular to any arbitrary brightness, even if it would cause the surface to reflect more energy than it actually received.

     

    In a physically-based system, both the point light specular and the environment reflection would be controlled by the same parameter, and the system would be set up to automatically adjust the brightness of both the specular and diffuse components to maintain overall energy conservation. Moreover you would want to set the specular brightness to a realistic value for the material you’re trying to simulate, based on measurements.

     

    Physically-based lighting or shading includes physically-based BRDFs, which are usually based on microfacet theory, and physically correct light transport, which is based on the rendering equation (although heavily approximated in the case of real-time games).

     

    It also includes the necessary changes in the art process to make use of these features. Switching to a physically-based system can cause some upsets for artists. First of all it requires full HDR lighting with a realistic level of brightness for light sources, the sky, etc. and this can take some getting used to for the lighting artists. It also requires texture/material artists to do some things differently (particularly for specular), and they can be frustrated by the apparent loss of control (e.g. locking together the specular highlight and environment reflection as mentioned above; artists will complain about this). They will need some time and guidance to adapt to the physically-based system.

     

    On the plus side, once artists have adapted and gained trust in the physically-based system, they usually end up liking it better, because there are fewer parameters overall (less work for them to tweak). Also, materials created in one lighting environment generally look fine in other lighting environments too. This is unlike more ad-hoc models, where a set of material parameters might look good during daytime, but it comes out ridiculously glowy at night, or something like that.

     

    Here are some resources to look at for physically-based lighting in games:

     

    SIGGRAPH 2013 Physically Based Shading Course, particularly the background talk by Naty Hoffman at the beginning. You can also check out the previous incarnations of this course for more resources.

     

    Sébastien Lagarde, Adopting a physically-based shading model and Feeding a physically-based shading model

     

    And of course, I would be remiss if I didn’t mention Physically-Based Rendering by Pharr and Humphreys, an amazing reference on this whole subject and well worth your time, although it focuses on offline rather than real-time rendering.

    Views : 1,216
  • Simone Scardapane – The dark side of A.I. Machine Learning. Adverserial attacks.

    pIXELsHAM.com
    Dec 1, 2018
    A.I., production

    https://www.slideshare.net/Codemotion/simone-scardapane-the-dark-side-of-deep-learning-codemotion-milan-2017


    Driverless car laser ruined camera
    https://www.bbc.com/news/technology-46875947

    Views : 1,858
  • Positional Tracking on Gear VR – Using ARcore (Unity 2017 Tutorial)

    pIXELsHAM.com
    Dec 1, 2018
    VR

    Views : 1,493
  • Little Hero

    pIXELsHAM.com
    Dec 1, 2018
    design

    Views : 1,181
  • Jon Landau shares how Weta is innovating tech for the new Avatar movies

    pIXELsHAM.com
    Dec 1, 2018
    trailers

    www.indiewire.com/2018/11/avatar-sequels-james-cameron-visual-effects-weta-1202020752/?fbclid=IwAR0YqdetRe2DHrBuhY_ETyPAxFZFyOPe-Qju-lBOhdkVqBgi5l3CP6dPfF4

    Views : 1,385
  • convert PDF to JPG and back

    pIXELsHAM.com
    Nov 28, 2018
    software

    https://pdf2jpg.net/

    https://www.unitepdf.com/image-to-pdf.aspx

    Views : 1,361
  • Research at NVIDIA – A.I. Reconstructs Photos with Realistic Results – paint removal

    pIXELsHAM.com
    Nov 25, 2018
    A.I., production

    Views : 1,349
  • magic leap damning report

    pIXELsHAM.com
    Nov 25, 2018
    VR
    https://magic-leap.reality.news/news/enterprise-leap-robots-gremlins-games-wont-save-magic-leap-but-tapping-inner-child-ceos-just-might-0190101/

    Views : 1,161
  • Disney – PoseVR

    pIXELsHAM.com
    Nov 23, 2018
    animation, software

    Views : 1,239
  • Light properties

    pIXELsHAM.com
    Nov 23, 2018
    lighting, photography, reference

    How It Works – Issue 114
    https://www.howitworksdaily.com/

    Views : 2,124
  • Portrait photography cheats

    pIXELsHAM.com
    Nov 22, 2018
    photography

    https://www.pixelsham.com/wp-content/uploads/2018/11/photography.webm

    Views : 1,273
  • Lorene Barioz – animal drawings

    pIXELsHAM.com
    Nov 22, 2018
    design

    Views : 1,486
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FEATURED POSTS

  • Apple releases Depth Pro – An open source AI model that rewrites the rules of 3D vision

    pIXELsHAM.com
    Oct 7, 2024
    A.I., modeling, photogrammetry

    https://venturebeat.com/ai/apple-releases-depth-pro-an-ai-model-that-rewrites-the-rules-of-3d-vision/

     

    The model is fast, producing a 2.25-megapixel depth map in 0.3 seconds on a standard GPU.

     

    https://github.com/apple/ml-depth-pro

     

    https://arxiv.org/pdf/2410.02073

     

     

    Views : 27
  • Humans of New York

    pIXELsHAM.com
    May 25, 2012
    photography

    http://www.humansofnewyork.com/featured-humans/

    Views : 1,117
  • Google Art Palette

    pIXELsHAM.com
    Nov 15, 2021
    A.I., colour, design

    artsexperiments.withgoogle.com/artpalette/colors/73899e-acb0b9-ebe0d9-d1cdcf-ab5388

    Views : 622
  • Benjamin Bardou – Megalopolis

    pIXELsHAM.com
    Mar 1, 2022
    design

    https://benjaminbardou.com/

    Views : 634
  • Jeremy Vickery – Power In The Grays

    pIXELsHAM.com
    Feb 7, 2024
    colour, composition, lighting

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Views : 12,313

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