Physically-based shading is a trend in both film and game production.
Content creators can easily create realistic materials, without time-consuming
tweaking for different illumination. Advantages stem from better
simulation of the underlying physics.
We take a look at the most important physically-based shading models. We discuss
what makes them different from older models. The first part of the thesis describes
the interaction between light and surfaces. This physics background is important to understand,
since we use it to explain the derivation of the math behind shading models.
Specific focus is placed on microfacet models and their building blocks. We compare
various choices for these blocks.
The second part of the thesis describes implementations based on importance sampling
techniques, which are used extensively in film production. Importance sampling of
microfacet models is also included. We conclude with an interactive version
of these techniques.