目次
PBR (Physically Based Rendering)
参考:
物理ベースレンダリングを柔らかく説明してみる – Qiita
物理ベースレンダリング 基礎編 | Cygames Engineers’ Blog
Physically Based Rendering – From Theory To Implementation (pbr-book.org)
Physically Based Rendering in Filament (google.github.io)
Physically Based Rendering – Wikipedia
不偏レンダリング
参考:
スペクトルレンダリング (Spectral Rendering)
(出典:Penguin_Ice )
こちらのページを参照
参考:
Spectral Rendering – Wikipedia
Blue Noise Dithered Sampling
参考:
Blue-Noise Dithered Sampling の実験をしてみた | 穴日記
アーノルドレンダー検証 その22 | Colossus Studios
Free Blue Noise Textures | Moments in Graphics
Blue-Noise Dithered Sampling | Iliyan Georgiev
Projective Blue-Noise Sampling | Iliyan Georgiev
Blue-Noise Dithered Sampling (PDF) | Arnold Renderer
Link between blue noise sampling and blue noise textures? – Computer Graphics Stack Exchange
Stochastic Lightcuts
動画:
Stochastic Lightcuts (HPG 2019 Paper Talk)
参考: