- Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <shaders><blog><brdf><course><disney><energy><epic><microfacet> - Physically based rendering from first principles
Physically based rendering from first principles is an interactive educational article by imad that builds PBR intuition from the physics of light through material models used in…
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· <shaders><blog><brdf><microfacet><models><multi><pbr><physically> - Practically Utilizing Neural Networks in CPU-based Production Rendering
Practically Utilizing Neural Networks in CPU-based Production Rendering presents a Journal of Computer Graphics Techniques paper by Steve Bako, Ryusuke Villemin, and Magnus…
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· <advanced><audience><brdf><energy><familiarity><microfacet><production><specular> - SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice is the course page for the SIGGRAPH physically based shading course, organized by Stephen Hill and Stephen…
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· <shaders><advanced><hill><brdf><course><energy><multiple><notes> - I3D 2025 Papers Session 4 - Filtering & Reconstruction
A YouTube recording of I3D 2025 Papers Session 4 on Filtering and Reconstruction from the I3D Symposium channel.
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· <shaders><advanced><audience><familiarity><multi><multiple><shading><slides> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
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· <shaders><advanced><blog><microfacet><notes><shading><specular><theory> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
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· <shaders><advanced><hill><microfacet><notes><pbr><physically><specular> - Improving Direct Lighting Material Occlusion - Part 1
Improving Direct Lighting Material Occlusion - Part 1 is a December 2025 blog post by Pablo Zurita on irradiance.ca.
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· <shaders><advanced><blog><comparisons><pbr><production><shading><specular> - Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF is an open GitHub repository publishing the OpenPBR 1.1.1 material model extracted from Adobe's Eclair renderer as portable…
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· <shaders><advanced><energy><microfacet><production><shading><specular> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
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· <shaders><blog><advanced><audience><course><production><shading><slides> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
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· <shaders><advanced><course><production><scattering><shading><studios> - Stochastic tile-based lighting in HypeHype
Stochastic Tile-Based Lighting in HypeHype is the SIGGRAPH 2025 Advances course PDF notes by Jarkko Lempiäinen of HypeHype on a fixed-cost many-light direct lighting path for a…
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· <shaders><advanced><brdf><course><familiarity><multi><notes> - Physically Based Rendering In OpenGL Using GLTF2
Physically Based Rendering In OpenGL Using GLTF2 is an OGLDEV YouTube tutorial by Etay Meiri on modernizing an OpenGL pipeline with a glTF 2 metallic-roughness PBR…
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· <shaders><brdf><models><pbr><physically><shading><specular> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <shaders><advanced><blog><brdf><notes><pbr><specular> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
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· <shaders><advanced><blog><familiarity><multi><production><specular> - Google Filament Documentation
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
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· <shaders><advanced><brdf><energy><microfacet><pbr><theory> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <shaders><blog><advanced><epic><math><notes><shading> - The Minimal Retroreflective Microfacet Model
The Minimal Retroreflective Microfacet Model presents MRM, which turns any microfacet BSDF into a physically plausible retroreflective model by reflecting the view direction…
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· <shaders><advanced><conservation><energy><microfacet><notes><physically> - Slang Shading Language Demo & Single-Source Graphics Pipeline Explained
Slang Shading Language Demo & Single-Source Graphics Pipeline Explained is a recorded talk by Adam Kraton, Kevin Napple, presented at NVIDIA developer channel.
Conference talk…
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· <shaders><advanced><audience><back><production><shading> - Evaluating and Sampling Glinty NDFs in Constant Time
Evaluating and Sampling Glinty NDFs in Constant Time is a SIGGRAPH Asia 2025 ACM Transactions on Graphics paper by Pauli Kemppinen, Lois Paulin, Theo Thonat, Jean-Marc Thiery,…
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· <shaders><advanced><faceted><microfacet><physically><specular>