Notes of IBL importance sampling
- "Physically Based Light Probe Generation On GPU" by Ivan Spogreev. GPU Pro 6
- "IS for Production Rendering" SIGGRAPH 2010 Course
- "High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting" Chapter 11
- "Physically Based Rendering, Second Edition: From Theory To Implementation" Chapter 15
Notes of car paint shader
Game graphics
- "Layered Car Paint Shader" ATI. ShaderX2
- "Interesting post from AnswerHub on how to setup a Layer Car Paint shader" UE4
- "Unreal 4 Car Paint Shader"
- "Lighting and Materials in Forza Motorsport 5" GDC2014
Renderer
- "mental ray Paint Shaders"
- "Grand Tour Part 1: Rendering a Car" Pixar
- "Car Paint Material | VRayCarPaintMtl"
Paper
- "Photo-realistic Rendering of Metallic Car Paint from Image-Based Measurements" 2008
Notes of layered material
Pixar : PxrLM
SIGGRAPH PBR Course
Paper
- "Arbitrarily Layered Micro-Facet Surfaces" 2007
Notes of Anisotropic GGX specular
Notes of ice/frozen shader
- "Crysis Next Gen Effects" GDC 2008
- "Rendering Realistic Ice Objects" by Anders Nivfors. ShaderX6
- "Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect" SIGGRAPH 2015
- "Ice Cave demo" ARM Unity guide
- "The Technology behind the Unreal Engine 4 Elemental Demo" SIGGRAPH 2012
Notes of snow shader
Notes of wet surface shader
- "Rendering Assassin's Creed III" GDC 2013
- "Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Raider" GDC 2013
- "MAKING OF THE BLACKSMITH: SCENE SETUP, SHADING, LIGHTING"
- "Crafting a Next-Gen Material Pipeline for The Order: 1886 " SIGGRAPH 2013
- The Technology Behind the DirectX 11 Unreal Engine "Samaritan" Demo" GDC2011
- "Remember Me"
Notes of IBL Baker and Stringray PBS
- IBLBaker
- Connect maps to a Stingray Physically Based Shader
- Image based lighting