rendered using PBR. Even though this is a rough,
opaque surface, more than just diffuse light is reflected from the brighter side of the material, creating small highlights, because "everything is shiny" in the physically-based rendering model of the real world.
Tessellation is used to generate an object
mesh from a
heightmap and
normal map, creating greater detail. PBR is, as Joe Wilson puts it, "more of a concept than a strict set of rules" Even "flat" or "matte" surfaces in the real world such as
concrete will reflect a small degree of light, and many
metals and
liquids will reflect a great deal of it. Another thing that PBR models attempt to do is to integrate
photogrammetry - measurements from photographs of real-world materials - to study and replicate real physical ranges of values to accurately simulate
albedo,
gloss,
reflectivity, and other physical properties. Finally, PBR puts a great deal of emphasis on
microfacets, and will often contain additional textures and mathematical models intended to model small-scale
specular highlights and
cavities resulting from smoothness or roughness in addition to traditional specular or reflectivity maps.
Surfaces PBR often utilize
Bidirectional scattering distribution functions to calculate the visible light reflected at a given point on
surfaces. Common techniques use approximations and simplified models that try to
fit approximate models to more accurate data from other more time consuming methods or laboratory measurements (such as those of a
gonioreflectometer). As described by researcher Jeff Russell of Marmoset, a surface-focused physically based rendering pipeline may also focus on the following areas of research: •
Reflection •
Diffusion •
Translucency and transparency •
Conservation of energy • Metallicity •
Fresnel reflection •
Subsurface scattering Volumes PBR is also often extended into
volume renderings, with areas of research like: •
Lens-related/
Angle of view/
Depth of field effects •
Caustics •
Light scattering •
Participating media •
Atmospheric visual properties such as: •
Day-
night cycle •
Elevation • Angular distance from the
Sun or
Moon or other orbital objects •
Weather and
sky conditions, including
clouds,
precipitation, and
aerosol obscurations such as
fog or
haze. == Application ==