Nutzungsanalyse des Physically Based Shadings in Game Engines für Artist


Bachelorarbeit im Fachbereich Gamedesign, 2015

Ngoc Anh Nguyen

Prof. Thomas Langhanki
Prof. Christian Malterer

This bachelor thesis explores the chances and potential of Physically Based Shading in real-time rendering. Since a lot of new game engines are adapting to this kind of lighting model.

I used my bachelor thesis as an opportunity to learn about Physically Based Rendering. I analyzed and compared different workflows and brought together the quintessence of the theory behind PBR, and of course everything from the artist point of view.

In my practical part of this paper I created a set of textures after the guidelines that need to be kept to author the materials right for Unreal Engine 4 and also presented them in this engine.