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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Physically based rendering</span></span>
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<p><b>Physically based rendering</b> (<b>PBR</b>) is a <a href="Computer_graphics" title="Computer graphics">computer graphics</a> approach that seeks to <a href="3D_rendering" title="3D rendering">render</a> images in a way that models the lights and surfaces with <a href="Optics" title="Optics">optics</a> in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve <a href="Photorealism" title="Photorealism">photorealism</a>. Feasible and quick <a href="Approximation" title="Approximation">approximations</a> of the <a href="Bidirectional_reflectance_distribution_function" title="Bidirectional reflectance distribution function">bidirectional reflectance distribution function</a> and <a href="Rendering_equation" title="Rendering equation">rendering equation</a> are of mathematical importance in this field. <a href="Photogrammetry" title="Photogrammetry">Photogrammetry</a> may be used to help discover and encode accurate optical properties of materials. PBR principles may be implemented in real-time applications using <a href="Shader" title="Shader">Shaders</a> or offline applications using <a href="Ray_tracing_(graphics)" title="Ray tracing (graphics)">ray tracing</a> or <a href="Path_tracing" title="Path tracing">path tracing</a>.
</p>
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<p>Starting in the 1980s, a number of rendering researchers worked on establishing a solid theoretical basis for rendering, including physical correctness. Much of this work was done at the <a href="Cornell_University" title="Cornell University">Cornell University</a> Program of Computer Graphics; a 1997 paper from that lab<sup id="cite_ref-:0_1-0" class="reference"><a href="#cite_note-:0-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> describes the work done at Cornell in this area to that point.
</p><p>"Physically Based Shading" was introduced by <a href="Yoshiharu_Gotanda" class="mw-redirect" title="Yoshiharu Gotanda">Yoshiharu Gotanda</a> during the course <a rel="nofollow" class="external text" href="https://renderwonk.com/publications/s2010-shading-course/">Physically-Based Shading Models in Film and Game Production</a> at the SIGGRAPH 2010. And followed by the course <a rel="nofollow" class="external text" href="https://blog.selfshadow.com/publications/">Physically Based Shading in Theory and Practice</a> organised by Stephen Hill and Stephen McAuley between 2012 and 2020.
</p><p>The phrase "Physically Based Rendering" was more widely popularized by <a href="Matt_Pharr" title="Matt Pharr">Matt Pharr</a>, Greg Humphreys, and <a href="Pat_Hanrahan" title="Pat Hanrahan">Pat Hanrahan</a> in their book of the same name from 2004, a seminal work in modern computer graphics that won its authors a Technical Achievement <a href="Academy_Award" class="mw-redirect" title="Academy Award">Academy Award</a> for <a href="Special_effects" class="mw-redirect" title="Special effects">special effects</a>.<sup id="cite_ref-:1_2-0" class="reference"><a href="#cite_note-:1-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> The book is now in its fourth edition.<sup id="cite_ref-:2_3-0" class="reference"><a href="#cite_note-:2-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup>
</p><p>The first successful, yet partial implementation of physically-based rendering in a video game can be found in the 2013 title <a href="Remember_Me_(video_game)" title="Remember Me (video game)">Remember Me</a>, that despite being built on a game engine not natively supporting this technology (<a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a>) was properly modified to accommodate this feature.<sup id="cite_ref-:3_4-0" class="reference"><a href="#cite_note-:3-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Despite being a moderate approach to PBR, its accuracy has been further refined with posterior titles such as <a href="Ryse%3A_Son_of_Rome" title="Ryse: Son of Rome">Ryse: Son of Rome</a> and <a href="Killzone_Shadow_Fall" title="Killzone Shadow Fall">Killzone Shadow Fall</a>, released on the same year, until the current state of PBR advancements in the 2020s.<sup id="cite_ref-:4_5-0" class="reference"><a href="#cite_note-:4-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-:5_6-0" class="reference"><a href="#cite_note-:5-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Process">Process</h2></div>

<p>PBR is, as Joe Wilson puts it, "more of a concept than a strict set of rules"<sup id="cite_ref-:3_4-1" class="reference"><a href="#cite_note-:3-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> – but the concept contains several distinctive points of note. One of these is that – unlike many previous models that sought to differentiate surfaces between non-reflective and reflective – PBR recognizes that, in the real world, as John Hable puts it, "everything is shiny".<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> Even "flat" or "matte" surfaces in the real world such as <a href="Concrete" title="Concrete">concrete</a> will reflect a small degree of light, and many <a href="Metal" title="Metal">metals</a> and <a href="Liquid" title="Liquid">liquids</a> will reflect a great deal of it. Another thing that PBR models attempt to do is to integrate <a href="Photogrammetry" title="Photogrammetry">photogrammetry</a> - measurements from photographs of real-world materials - to study and replicate real physical ranges of values to accurately simulate <a href="Albedo" title="Albedo">albedo</a>, <a href="Gloss_(optics)" title="Gloss (optics)">gloss</a>, <a href="Reflectivity" class="mw-redirect" title="Reflectivity">reflectivity</a>, and other physical properties. Finally, PBR puts a great deal of emphasis on <a href="Specular_highlight#Microfacets" title="Specular highlight">microfacets</a>, and will often contain additional textures and mathematical models intended to model small-scale <a href="Specular_highlights" class="mw-redirect" title="Specular highlights">specular highlights</a> and <a href="Ambient_occlusion" title="Ambient occlusion">cavities</a> resulting from smoothness or roughness in addition to traditional specular or reflectivity maps.
</p>
<div class="mw-heading mw-heading3"><h3 id="Surfaces">Surfaces</h3></div>
<p>PBR often utilize <a href="Bidirectional_scattering_distribution_function" title="Bidirectional scattering distribution function">Bidirectional scattering distribution functions</a> to calculate the visible light reflected at a given point on <a href="Surface" title="Surface">surfaces</a>. Common techniques use approximations and simplified models that try to <a href="Curve_fitting" title="Curve fitting">fit</a> approximate models to more accurate data from other more time consuming methods or laboratory measurements (such as those of a <a href="Gonioreflectometer" title="Gonioreflectometer">gonioreflectometer</a>).
</p><p>As described by researcher Jeff Russell of Marmoset, a surface-focused physically based rendering pipeline may also focus on the following areas of research:<sup id="cite_ref-:5_6-1" class="reference"><a href="#cite_note-:5-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</p>
<ul><li><a href="Reflection_(computer_graphics)" title="Reflection (computer graphics)">Reflection</a></li>
<li><a href="Diffuse_reflection" title="Diffuse reflection">Diffusion</a></li>
<li><a href="Translucency" class="mw-redirect" title="Translucency">Translucency and transparency</a></li>
<li><a href="Conservation_of_energy" title="Conservation of energy">Conservation of energy</a></li>
<li>Metallicity</li>
<li><a href="Fresnel_equations" title="Fresnel equations">Fresnel reflection</a></li>
<li><a href="Subsurface_scattering" title="Subsurface scattering">Subsurface scattering</a></li></ul>
<div class="mw-heading mw-heading3"><h3 id="Volumes">Volumes</h3></div>
<p>PBR is also often extended into <a href="Volume_rendering" title="Volume rendering">volume renderings</a>, with areas of research like:
</p>
<ul><li><a href="Lens_(optics)" class="mw-redirect" title="Lens (optics)">Lens</a>-related/<a href="Angle_of_view" class="mw-redirect" title="Angle of view">Angle of view</a>/<a href="Depth_of_field" title="Depth of field">Depth of field</a> effects</li>
<li><a href="Caustic_(optics)" title="Caustic (optics)">Caustics</a></li>
<li><a href="Light_scattering" class="mw-redirect" title="Light scattering">Light scattering</a></li>
<li>Participating media</li>
<li><a href="Atmosphere" title="Atmosphere">Atmospheric</a> visual properties such as:
<ul><li><a href="Daytime" title="Daytime">Day</a>-<a href="Night" title="Night">night</a> cycle</li>
<li><a href="Elevation" title="Elevation">Elevation</a></li>
<li>Angular distance from the <a href="Sun" title="Sun">Sun</a> or <a href="Moon" title="Moon">Moon</a> or other orbital objects</li>
<li><a href="Weather" title="Weather">Weather</a> and <a href="Sky" title="Sky">sky</a> conditions, including <a href="Cloud" title="Cloud">clouds</a>, <a href="Precipitation" title="Precipitation">precipitation</a>, and <a href="Aerosol" title="Aerosol">aerosol</a> obscurations such as <a href="Fog" title="Fog">fog</a> or <a href="Haze" title="Haze">haze</a>.</li></ul></li></ul>
<div class="mw-heading mw-heading2"><h2 id="Application">Application</h2></div>
<p>Thanks to high performance and low costs of modern hardware<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> it has become feasible to use PBR not only for industrial but also entertainment purposes wherever photorealistic images are desired, such as video games or movie making.<sup id="cite_ref-:1_2-1" class="reference"><a href="#cite_note-:1-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Today's mid to high-end hardware is capable of producing and rendering PBR content and there exists a market of easy-to-use software that allows designers of all experience levels to take advantage of physically based rendering methods, such as:
</p>
<ul><li>Brikl</li>
<li><a href="3ds_Max" class="mw-redirect" title="3ds Max">3ds Max</a></li>
<li><a href="O3DE" class="mw-redirect" title="O3DE">O3DE</a></li>
<li><a href="OGRE" title="OGRE">OGRE</a></li>
<li><a href="Autodesk_Maya" title="Autodesk Maya">Maya</a></li>
<li><a href="LightWave_3D" title="LightWave 3D">LightWave</a></li>
<li><a href="Babylon.js" title="Babylon.js">Babylon.js</a></li>
<li>Bevy</li>
<li><a href="Blender_(software)" title="Blender (software)">Blender</a></li>
<li><a href="Cinema_4D" title="Cinema 4D">Cinema 4D</a></li>
<li><a href="CryEngine" title="CryEngine">CryEngine</a></li>
<li><a href="Enscape" title="Enscape">Enscape</a></li>
<li><a href="E-on_Vue" title="E-on Vue">Vue</a></li>
<li><a href="Godot_(game_engine)" title="Godot (game engine)">Godot (game engine)</a></li>
<li><a href="Houdini_(software)" title="Houdini (software)">Houdini</a> (SideFX)</li>
<li><a href="IClone" title="IClone">iClone</a></li>
<li><a href="JMonkey_Engine" class="mw-redirect" title="JMonkey Engine">jME</a></li>
<li><a href="Microstation" class="mw-redirect" title="Microstation">Microstation</a></li>
<li><a href="Minecraft" title="Minecraft">Minecraft</a> <a href="GLSL" class="mw-redirect" title="GLSL">GLSL</a> <a href="Shader" title="Shader">Shaders</a></li>
<li><a href="Rhinoceros_3D" title="Rhinoceros 3D">Rhinoceros 3D</a></li>
<li><a href="Roblox_Studio" class="mw-redirect" title="Roblox Studio">Roblox Studio</a></li>
<li><a href="Second_Life" title="Second Life">Second Life</a></li>
<li><a href="Sketchfab" title="Sketchfab">Sketchfab</a></li>
<li><a href="Stride_(game_engine)" title="Stride (game engine)">Stride</a></li>
<li><a href="Three.js" title="Three.js">Three.js</a></li>
<li><a href="Unigine" title="Unigine">Unigine</a></li>
<li><a href="Source_2" title="Source 2">Source 2</a></li>
<li><a href="Unity_(game_engine)" title="Unity (game engine)">Unity</a></li>
<li><a href="Unreal_Engine" title="Unreal Engine">Unreal Engine</a></li>
<li><a href="VTK" title="VTK">VTK</a></li>
<li><a href="Webots" title="Webots">Webots</a></li></ul>
<p>A typical application provides an intuitive <a href="Graphical_user_interface" title="Graphical user interface">graphical user interface</a> that allows artists to define and layer materials with arbitrary properties and to assign them to a given 2D or 3D object to recreate the appearance of any synthetic or organic material. Environments can be defined with procedural shaders or textures as well as procedural geometry or meshes or <a href="Point_cloud" title="Point cloud">point clouds</a>.<sup id="cite_ref-:4_5-1" class="reference"><a href="#cite_note-:4-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> If possible all changes are made visible in real-time and therefore allow for quick iterations. Sophisticated applications allow savvy users to write custom shaders in a <a href="Shading_language" title="Shading language">shading language</a> such as <a href="HLSL" class="mw-redirect" title="HLSL">HLSL</a> or <a href="GLSL" class="mw-redirect" title="GLSL">GLSL</a>, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math and optics functions are replacing hand-written shaders for all but the most complex applications.
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Non-photorealistic_rendering" title="Non-photorealistic rendering">Non-photorealistic rendering</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</style><div id="Computer_graphics188" style="font-size:114%;margin:0 4em"><a href="Computer_graphics_(computer_science)" title="Computer graphics (computer science)">Computer graphics</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Vector_graphics" title="Vector graphics">Vector graphics</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Diffusion_curve" title="Diffusion curve">Diffusion curve</a></li>
<li><a href="Pixel" title="Pixel">Pixel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="2D_computer_graphics" title="2D computer graphics">2D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Alpha_compositing" title="Alpha compositing">Alpha compositing</a></li>
<li><a href="Layers_(digital_image_editing)" title="Layers (digital image editing)">Layers</a></li>
<li><a href="Text-to-image_model" title="Text-to-image model">Text-to-image</a></li></ul>
</div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="2.5D8" scope="row" class="navbox-group" style="width:1%"><a href="2.5D" title="2.5D">2.5D</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Isometric_video_game_graphics" title="Isometric video game graphics">Isometric graphics</a></li>
<li><a href="Mode_7" title="Mode 7">Mode 7</a></li>
<li><a href="Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul>
</div></td></tr></tbody></table><div>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="3D_computer_graphics" title="3D computer graphics">3D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_projection" title="3D projection">3D projection</a></li>
<li><a href="3D_rendering" title="3D rendering">3D rendering</a></li>
<li>(<a href="Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based</a></li>
<li><a href="Spectral_rendering" title="Spectral rendering">Spectral</a></li>
<li><a href="Unbiased_rendering" title="Unbiased rendering">Unbiased</a>)</li>
<li><a href="Aliasing" title="Aliasing">Aliasing</a></li>
<li><a href="Anisotropic_filtering" title="Anisotropic filtering">Anisotropic filtering</a></li>
<li><a href="Cel_shading" title="Cel shading">Cel shading</a></li>
<li><a href="Fluid_animation" title="Fluid animation">Fluid animation</a></li>
<li><a href="Computer_graphics_lighting" title="Computer graphics lighting">Lighting</a>
<ul><li><a href="Global_illumination" title="Global illumination">Global illumination</a></li></ul></li>
<li><a href="Hidden-surface_determination" title="Hidden-surface determination">Hidden-surface determination</a></li>
<li><a href="Polygon_mesh" title="Polygon mesh">Polygon mesh</a></li>
<li>(<a href="Triangle_mesh" title="Triangle mesh">Triangle mesh</a>)</li>
<li><a href="Shading" title="Shading">Shading</a>
<ul><li><a href="Deferred_shading" title="Deferred shading">Deferred</a></li></ul></li>
<li><a href="Surface_triangulation" title="Surface triangulation">Surface triangulation</a></li>
<li><a href="Wire-frame_model" title="Wire-frame model">Wire-frame model</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Affine_transformation" title="Affine transformation">Affine transformation</a></li>
<li><a href="Back-face_culling" title="Back-face culling">Back-face culling</a></li>
<li><a href="Clipping_(computer_graphics)" title="Clipping (computer graphics)">Clipping</a></li>
<li><a href="Collision_detection" title="Collision detection">Collision detection</a></li>
<li><a href="Planar_projection" title="Planar projection">Planar projection</a></li>
<li><a href="Reflection_(computer_graphics)" title="Reflection (computer graphics)">Reflection</a></li>
<li><a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a>
<ul><li><a href="Beam_tracing" title="Beam tracing">Beam tracing</a></li>
<li><a href="Cone_tracing" title="Cone tracing">Cone tracing</a></li>
<li><a href="Checkerboard_rendering" title="Checkerboard rendering">Checkerboard rendering</a></li>
<li><a href="Ray_tracing_(graphics)" title="Ray tracing (graphics)">Ray tracing</a></li>
<li><a href="Path_tracing" title="Path tracing">Path tracing</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Scanline_rendering" title="Scanline rendering">Scanline rendering</a></li></ul></li>
<li><a href="Rotation_(mathematics)" title="Rotation (mathematics)">Rotation</a></li>
<li><a href="Scaling_(geometry)" title="Scaling (geometry)">Scaling</a></li>
<li><a href="Shadow_mapping" title="Shadow mapping">Shadow mapping</a></li>
<li><a href="Shadow_volume" title="Shadow volume">Shadow volume</a></li>
<li><a href="Shear_matrix" class="mw-redirect" title="Shear matrix">Shear matrix</a></li>
<li><a href="Shader" title="Shader">Shader</a></li>
<li><a href="Texel_(graphics)" title="Texel (graphics)">Texel</a></li>
<li><a href="Translation_(geometry)" title="Translation (geometry)">Translation</a></li>
<li><a href="Volume_rendering" title="Volume rendering">Volume rendering</a></li>
<li><a href="Voxel" title="Voxel">Voxel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Graphics_software" title="Graphics software">Graphics software</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_3D_computer_graphics_software" title="List of 3D computer graphics software">3D computer graphics software</a>
<ul><li><a href="List_of_3D_animation_software" title="List of 3D animation software">animation</a></li>
<li><a href="List_of_3D_modeling_software" title="List of 3D modeling software">modeling</a></li>
<li><a href="List_of_3D_rendering_software" title="List of 3D rendering software">rendering</a></li></ul></li>
<li><a href="Raster_graphics_editor" title="Raster graphics editor">Raster graphics editors</a></li>
<li><a href="Comparison_of_vector_graphics_editors" title="Comparison of vector graphics editors">Vector graphics editors</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Algorithms</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_computer_graphics_algorithms" class="mw-redirect" title="List of computer graphics algorithms">List of computer graphics algorithms</a></li></ul>
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This article is issued from <a class="external text" title="Last edited on 2025-04-22" href="https://en.wikipedia.org/wiki/?title=Physically_based_rendering&amp;oldid=1286884289">Wikipedia</a>. The text is available under <a class="external text" href="https://creativecommons.org/licenses/by-sa/4.0/deed.en">Creative Commons Attribution-Share Alike 4.0</a> unless otherwise noted. Additional terms may apply for the media files.
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