SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
Syllabus
Wednesday, 26 August 2020, 8:30am - 12:00pm PDT
Course Summary
08:30 Some Thoughts on the Fresnel Term (Naty Hoffman) [slides]
09:00 Bringing an Accurate Fresnel to Real-Time Rendering… (Laurent Belcour) [slides] [notebook] [code] [supplemental] [project page]
09:20 MaterialX Physically Based Shading Nodes (Jonathan Stone and Niklas Harrysson) [slides: pptx, pdf]
09:40 Putting the Pieces Together: A Physically(ish) Based Approach to Material Composition (Lee Kerley) [slides: key, pdf]
10:00 Physically Based and Scalable Atmospheres in Unreal Engine (Sébastien Hillaire) [slides]
10:20 Samurai Shading in Ghost of Tsushima (Jasmin Patry) [slides: online, pdf] [supplemental]
11:00 Let’s Get Physical: The Hairy History of Shading at MPC (Rob Pieké, Igor Skliar and Will Earl) [slides]
11:30 Q & A
https://blog.selfshadow.com/publications/s2020-shading-course/
Moving Mobile Graphics - SIGGRAPH 2020
| Title | Presenter | Slides/notes |
| Intro to Moving Mobile Graphics | Jesse Barker (Unity) | Annotated PDF |
| Mobile Graphics 101 | Jesse Barker (Unity) | Annotated PDF |
| Vulkan on Mobile Done Right | Jose-Emilio Munoz-Lopez (Arm) | Annotated PDF |
| Deferred Shading in Unity URP | Kay-Leng Chang (Unity) |
|
| Large Voxel Landscapes on Mobile | Arseny Kapoulkine (Roblox) | |
| High Quality, High Performance Graphics in Filament | Romain Guy (Google) | Annotated PDF / PDF (just slides) |
https://community.arm.com/developer/tools-software/graphics/b/blog/posts/moving-mobile-graphics
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