Physically Based Rendering for 3D artists

Miro Vesterinen is presenting PBR a new standard in the games industry. It redefines how we create and and render 3D art. This presentation will cover the basics of what PBR is, shines some light on the theory behind PBR and points out some of the biggest workflow differences between traditional and PBR systems. This talk is from artist to artist and won't include too deep technical details or programming. Presented to you at Assembly Summer ARTtech seminars 2014 in cooperation with IGDA Finland.

Author: AssemblyTV seminars

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