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There's several places in the video where I refer to this as Lecture 6, but that's an error; this is actually the seventh lecture of the Summer 2020 offering of GPU Programming for Video Games at Georgia Tech. Tech ran all courses in a "distance learning" format this semester because of the Coronavirus. Since I was going to be recording these lectures anyway, I figured I'd stick them on youtube in case other folks find them useful. I also reused this lecture in later semesters.
The first version of the set of slides used here was prepared many years ago by Prof. Hsien-Hsin Sean Lee.
0:00 -- Introduction
1:48 -- Physically-based rendering
3:14 -- Which is real?
4:48 -- John Hable
5:37 -- Elements of PBR
8:20 -- Light sources
9:36 -- Vector notation
11:33 -- Diffuse lighting
12:40 -- Lambert's cosine law
15:00 -- Specular lighting
16:01 -- BRDFs
18:27 -- Reciprocity
19:13 -- Energy conservation
20:53 -- Attenuation
21:52 -- Spotlights
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GPU Lecture 7: Basic Lighting (GPU Programming for Video Games, 2020-2023, Georgia Tech) | NatokHD