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Physically based rendering

Physically based rendering is a physics topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Physically based rendering rather than just read about it. In short: Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading".

Physically based rendering — main illustration
Physically based rendering — illustration

Key takeaways

  • Physically based rendering belongs to physics; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Physically based rendering to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Physically based rendering from memory before moving on to harder problems.

Reference excerpt

Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. PBR principles may be implemented in real-time applications using shaders or offline applications using ray tracing or path tracing.

History Starting in the 1980s, a number of rendering researchers worked on establishing a solid theoretical basis for rendering, including physical correctness. An early system, Radiance, for lighting design and architecture, was presented in Greg Ward's 1994 SIGGRAPH paper, "The RADIANCE Lighting Simulation and Rendering System," which may have introduced the phrase "physically-based rendering". Other work was done at the Cornell University Program of Computer Graphics; a 1997 paper from that lab describes the work done at Cornell in this area to that point. "Physically Based Shading" was introduced by Yoshiharu Gotanda during the course Physically-Based Shading Models in Film and Game Production at the SIGGRAPH 2010. And followed by the course Physically Based Shading in Theory and Practice organised by Stephen Hill and Stephen McAuley between 2012 and 2020. The phrase "Physically Based Rendering" was more widely popularized by Matt Pharr, Greg Humphreys, and Pat Hanrahan in their book of the same name from 2004, a seminal work in modern computer graphics that won its authors a Technical Achievement Academy Award for special effects. The book is now in its fourth edition. The first successful, yet partial implementation of physically-based rendering in a video game can be found in the 2013 title Remember Me, that despite being built on a game engine not natively supporting this technology (Unreal Engine 3) was properly modified to accommodate this feature. Despite being a moderate approach to PBR, its accuracy has been further refined with posterior titles such as Ryse: Son of Rome and Killzone Shadow Fall, released on the same year, until the current state of PBR advancements in the 2020s.

Process

PBR is, as Joe Wilson puts it, "more of a concept than a strict set of rules" – 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". Even "flat" or "matte" surfaces in the real world such as concrete will reflect a small degree of light, and many metals and liquids will reflect a great deal of it. Another thing that PBR models attempt to do is to integrate photogrammetry - measurements from photographs of real-world materials - to study and replicate real physical ranges of values to accurately simulate albedo, gloss, reflectivity, and other physical properties. Finally, PBR puts a great deal of emphasis on microfacets, and will often contain additional textures and mathematical models intended to model small-scale specular highlights and cavities resulting from smoothness or roughness in addition to traditional specular or reflectivity maps.

Surfaces PBR often utilize Bidirectional scattering distribution functions to calculate the visible light reflected at a given point on surfaces. Common techniques use approximations and simplified models that try to fit approximate models to more accurate data from other more time consuming methods or laboratory measurements (such as those of a gonioreflectometer). As described by researcher Jeff Russell of Marmoset, a surface-focused physically based rendering pipeline may also focus on the following areas of research:

Reflection Diffusion Translucency and transparency Conservation of energy Metallicity Fresnel reflection Subsurface scattering

Volumes PBR is also often extended into volume renderings, with areas of research like:

Lens-related/Angle of view/Depth of field effects Caustics Light scattering Participating media Atmospheric visual properties such as: Day-night cycle Elevation Angular distance from the Sun or Moon or other orbital objects Weather and sky conditions, including clouds, precipitation, and aerosol obscurations such as fog or haze.

Application Thanks to high performance and low costs of modern hardware 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. 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:

Brikl 3ds Max O3DE OGRE Maya LightWave Babylon.js Bevy Blender Cinema 4D CryEngine Enscape Vue Godot (game engine) Houdini (SideFX) iClone jME Microstation Minecraft GLSL Shaders Rhinoceros 3D Roblox Studio Second Life Sketchfab Stride Three.js Unigine Source 2 Unity Unreal Engine VTK Webots A typical application provides an intuitive graphical user interface 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 point clouds. 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 shading language such as HLSL or GLSL, 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.

See also Non-photorealistic rendering

References

Illustrations

Physically based rendering: A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.
A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.
Physically based rendering: Bricks rendered using PBR. Even though this is a rough, opaque surface, more than just diffuse light is reflected from the brighter side of the material, creating small highlights, because "everything is shiny" in the physically-based rendering model of the real world. Tessellation is used to generate an object mesh from a heightmap and normal map, creating greater detail.
Bricks rendered using PBR. Even though this is a rough, opaque surface, more than just diffuse light is reflected from the brighter side of the material, creating small highlights, because "everything is shiny" in the physically-based rendering model of the real world. Tessellation is used to generate an object mesh from a heightmap and normal map, creating greater detail.

Worked examples

Example 1 — a first encounter with Physically based rendering

Start with the simplest possible case. Write down what Physically based rendering claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In physics, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Physically based rendering before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Physically based rendering ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Physically based rendering

In research
Physically based rendering appears in physics research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Physically based rendering in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Physically based rendering is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computer graphics, so understanding it makes those chapters shorter.
In everyday life
Look for Physically based rendering outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Physically based rendering in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Physically based rendering means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Physically based rendering out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Physically based rendering in simple terms?

Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading".

Why does Physically based rendering matter?

Because it connects several physics ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Physically based rendering?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Physically based rendering.

Tags

  • Computer graphics

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