Physically based-rendering in frostbite - charles de rousiers

1
Physically-Based- Rendering in Frostbite Charles de Rousiers Coming Soon…

description

Recently, we have revisited the concept of visual quality in Frostbite. Physically based rendering (PBR) was the natural way to achieve visual as close as possible to a cinematic look. PBR has become a common word today, but its meaning differs a lot between game engines. Our implementation in Frostbite has been based upon the current state of the art in the game industry. On top of this function we have tried to iterate on and improve the quality. Being truly physically correct is a huge task and it is unlikely that game engines can achieve it today. But decent approximations are possible and we aim at being as close as we can within our real time constraints. While we have used the concept of reference to evaluate the accuracy of produced images against reality and the state of the art computer graphics literature, we still prioritized believability over correctness in order to reach image quality with our performance constraints.

Transcript of Physically based-rendering in frostbite - charles de rousiers

Page 1: Physically based-rendering in frostbite - charles de rousiers

Physically-Based-Rendering in Frostbite

– Charles de RousiersComing Soon…