Overview
Physically Based Shading is a rendering method that computes visibility, shading, filtering, lighting, or denoising for rendered images. It is useful when a rendering pipeline needs a specific image-quality, speed, or realism tradeoff.
Physically Based Shading computes visibility, shading, filtering, or lighting for images.
Compact metadata for implementation and discovery.
Physically Based Shading is a rendering method that computes visibility, shading, filtering, lighting, or denoising for rendered images. It is useful when a rendering pipeline needs a specific image-quality, speed, or realism tradeoff.
Quick facts
Runtime and memory behavior at a glance.
Best
O(p)
Average
O(p s)
Worst
O(p s)
Space
O(p)
L_o = integral(BRDF * L_i * cos(theta) d_omega)Computes outgoing light from incoming light and material response.
Show scene inputs and intermediate buffers contributing to the final rendered image.
Physically Based Shading operates in O(p s) time and O(p) space within the Rendering family. Key governing relation: L_o = integral(BRDF * L_i * cos(theta) d_omega). Often compared with Ray Tracing and Rasterization.
What each reference supports for this entry.
Rendering textbook reference for light transport, filtering, and shading concepts in Physically Based Shading.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Physically Based Shading can be combined with Ray Tracing as part of a rendering pipeline.