JP Lee2019년 9월 23일1분More Realistic eyeball approach for Mobile visualization.More Realistic eyeball approach for Mobile visualization.
JP Lee2019년 9월 20일1분Virtual Specular lighting approaching pre-view.When I was worked in Shenzhen developed to next-gen mobile game project at 2017 in years. My role have just technical art as principle tech
JP Lee2019년 9월 12일2분PBR Specular D的几何学含义PBR Specular D的几何学含义 jplee 2019.9.03 PBR( Physically Based Rendering )里成为大趋势的Cook-Torrance的Specular BRDF [1]定义如下: Want to add a caption to
JP Lee2019년 9월 6일6분Preface of Physically based shading and rendering这是在网络上经常看到的词。 我们现在或者以后要接触的次世代图像是什么呢? 简单定义的话可以说是 More Realistic 。 More Realistic(更写实) 包含的意思是完全写实,或者不像是电脑做出来的,但也包含不粗糙的卡通渲染。 整理下来 接近 software
JP Lee2019년 6월 26일1분3Layer Texture Height-Based Winter Shader Complexity debug via RanderDoc.3Layer Texture Height-Based Winter Shader Complexity debug via RanderDoc.
JP Lee2019년 6월 25일0분修改天谕 PBR 渲染1.模型编辑器和实际游戏里面的结果差别比较大。 2.游戏里面贴图的细节看起来有些丢失。指的不是贴图压缩方面的。 1.Tone Mapping和Gamma Correction公式,在PBR渲染框架内是否已经正确实现? 2.场景的光照和随着时间变化的色温的Tone Mapping
JP Lee2019년 6월 20일1분PBR Metallic Roughness UE4 MobilePBR Metallic Roughness UE4 Mobile https://share.substance3d.com/libraries/3341
JP Lee2019년 6월 10일1분Late version of monthly report at the April to august 2016 in years.Late version of monthly report at the April to august 2016 in years. end
JP Lee2017년 9월 17일8분PBR GUIDE by Allegorithmic vol.1 CN.Linear Space Rendering Linear space rendering的.,比起本文中介.的..,.可以控制.多的 量。所以我.就.得不..深入了。但重要的是,是以linear space..算的。 ..的.,linear space renderin
JP Lee2016년 7월 26일17분ALLEGORITHMIC . PBR GUIDE PART-2 CN光和材质 制作PBR texture的实用教程 基于物理的渲染(PBR)比起一个已经定了的基准来说,更有很多的方法论。虽然有很多特定的原则和guide-line,但是没有完美的标准。所有有很多其它的执行方法。这些差异一般会在使用的贴图类型中发现。甚至虽然重命名贴图的名字方法也不一