Reddit Reddit reviews Physically Based Rendering: From Theory to Implementation

We found 9 Reddit comments about Physically Based Rendering: From Theory to Implementation. Here are the top ones, ranked by their Reddit score.

Computers & Technology
Books
Computer Science
Information Theory
Physically Based Rendering: From Theory to Implementation
Morgan Kaufmann Publishers
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9 Reddit comments about Physically Based Rendering: From Theory to Implementation:

u/kyoseki · 5 pointsr/vfx

No problem.

A solid understanding of python & logic also helps, but 90% of the dicking around you'll be doing will be in VEX, which is pretty much just vector math.

The handy thing about Houdini is that geometry operators and shaders are both written in the same language, so you can prototype operations in SOPs and then copy/paste the code/VOPs to the shader context and as long as you remember to handle the space transforms (shaders default to camera space, SOPs default to object space) everything just works.

This masterclass on fluid solvers is fantastic, it's what made DOPs really click for me, this is a good example of the math;
https://vimeo.com/42988999

Other books worth reading;
https://www.amazon.com/Fluid-Simulation-Computer-Graphics-Second/dp/1482232839/ref=sr_1_1?s=books&ie=UTF8&qid=1480804002&sr=1-1&keywords=fluid+simulation+for+computer+graphics+second+edition - full explanation of how fluid solvers work internally, probably overkill for most artists, but helpful if you want to break things, namely FLIP & Pyro.

https://www.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181 (this is quite old and deals solely with the old REYES algorithm, but contains a lot of information on how renderers work internally and a lot of it applies to VEX, which was designed to be very similar to RSL).

https://www.amazon.com/Physically-Based-Rendering-Third-Implementation/dp/0128006455/ref=sr_1_1?s=books&ie=UTF8&qid=1480803895&sr=1-1&keywords=physically+based+rendering This is an explanation of the workings of physically based renderers, but it's quite heavy going.

u/zorkmids · 3 pointsr/gamedev

Shirley's Fundamentals of Computer Graphics is a good textbook.

Pharr's Physically Based Rendering goes more deeply into the fundamentals.

u/FeepingCreature · 1 pointr/raytracing

> You'll need a renderer, acceleration structure, scene manager, main class, and object loader at the very least.

Strictly speaking imo you just need render loop and scene graph.

struct Ray { Vector3f start, direction; }
class SceneObject { RenderHit trace(Ray&); }

and

SceneObject& world = ...;
for (y = 0; y < 480; y++) {
for (x = 0; x < 640; x++) {
auto ray = pixel_to_ray(x, y);
auto hit = world.trace(ray);
PutPixel(x, y, hit.emissive_color);
}
}

Then doing acceleration is as simple as adding a BoundingBox object. You can add a scene loader, but you don't really need to; you can just build your scene manually. (This strongly depends on if you want to load existing .objs and the like or build your scene manually, PoVRay style.)

Re BRDFs, just use diffuse to start, it looks reasonable and is trivial. Just get something pretty rendering, then iterate.

If you want a dirt simple scene description format that's trivial to parse, I've had good experiences with something Forth based. You just need identifiers and numbers, there's basically zero high-level grammar to parse. S-expressions are also easy, they're basically just nested arrays or identifiers. Or you can just grab a library and use JSON or XML.

Forth example:

skyground.sky = Y 0- Y 10 plane V1 shine V0 color
skyground.ground = Y V0 plane 0.6 0.4 0.4 vec3f 0.4 0.4 0.6 vec3f checker
skyground = ( -- obj ) sky ground group

Lisp (S-expression) example:

(let
((scene
(group
(plane +Y -Y)
(sphere (vec3f 0 0 5) 1)
(color black (shine white (plane -Y (
100 Y))))))
(scene' (fuzz (pathtrace 10 scene))))
(render scene')))


Also if you have a lot of money to splurge, Physically Based Rendering: From Theory To Implementation has everything.

Oh by the way: path tracing is trivial to implement and makes your image look a lot better. (Also render a lot slower, but them's the breaks.) Just add random rays in addition to your shadow rays.

u/PrimeFactorization · 1 pointr/opengl
u/spgamer21 · 0 pointsr/unpopularopinion

> Anybody can sing but not everybody can sing well, that is a skill that takes practice.

Anybody can sing and anybody can sing well but not everyone is born with a good voice plus it takes luck to land yourself to music industry. Good voice is not equal to success. Some of the best voices I have heard on x Factor went completely unsuccessful. Luck, luck and luck + Skills! However, YouTuber need LUCK not skills. Completely irrelevant to what I was saying originally. You are just pushing me to the edge and trying to win. I will advice you to stick to your OP aka "Is Youtuber hard work?". If not, I will not bother replying.

> do not believe you can do what PewDiePie does

I can scream louder than PewDiePie.

> MOST people who work on YouTube make below minimum wage

Really? Source please? Anyway, irrelevant to HARD WORK. IRRELEVANT TO WHAT I SAID! SERIOUSLY! DO YOU EVEN KNOW HOW TO DISCUSS!? angry.gif



> editing, acting, writing/scripting, directing, producing

  • YouTube editing is easy. If you think it's hard then it's your problem..

  • YouTube acting is not acting. I hope you are not serious.

  • Nobody writes scripts on YouTube. Even Smosh don't. VSauce reads everything off wikipedia. AsapScience reads everything off books they are about to advertise. I'm not saying it's not okay but it's definitely not hard work when compare to a real job.

  • You know what directing mean?

  • Producing what?


    You wrote such a loooooong post for what? To defend them with no.. umm.. no logic? I'm speechless. I really am.
    Btw, I am not anti-YouTuber. I sound like one becaues you are Pro YouTuber who think they work hard.


    I am a programmer but I don't whine how my job is hard. However, now I'm going to whine to you. I work on game engine graphic programming side and it is really really really tough. I need to study a lot and get a lot of new skills or I am fired.

    What is my everyday life is like?

  • Wake up at 6:00am, Take shower, eat, morning exercise blah blah blah..

  • Go to work at 9:00am.

  • Solve new programming related problems. Lots and lots of math, geometry and physics(for lighting).

  • 1:30pm eat lunch with co-workers who are my only friends because of my full-time job and talk about science(We love talking about alien and simulation world).

  • Good! No overtime today! 7:00pm get home with headache. Study new technology. OH, new version of vulkan is released? Time to STUDY and impress my BOSS! If I don't, I will never be a senior game engine programmer.

  • Eat dinner say goodnight to MYSELF and sleep. :/

    You see? An average YouTuber have nothing to do and spends most of his time whining how media is insulting them and how they work hard for nothing and haters gonna hate bullshit blah blah blah.. huh.



    PS: I only earn around $4000 a month! Companies prefer using their money to advertise their games using YouTubers. Who does nothing other than scream at top of their lungs and here are people like you who call it a hard work.. Try reading this book from amazon using "look inside". You will learn that there is so much to learn before you can even get into a game engine programming job! It is just one of 25 books.

    PPS: This is what whining is like.


    Edit:

    > I downvote ignorance, sorry.

    Funny how the ignorant one is you.