Forward+: A Step Toward Film-Style Shading in Real Time
Takahiro Harada, Jay McKee, Jason Yang · 2013
Our goal was to find a rendering pipeline that would best meet these objectives. We boiled things down to a few specific requirements: • Materials may need to be both physically and nonphysically based. Tech artists will want to build large trees of materials made of arbitrary complexity. Material types will likely be similar to those found in offline renderers such as RenderMan, mental ray, and Maxwell Render shading systems.