What’s the difference between physically based lighting,physically based rendering and physically based materials? How they are different from deferred and forward rendering? And physically based rendering is used in films and deferred rendering is used in games?
Hi!
I think you need begin from here
Here is write about PBR (Physically Based Render)
From intro-level guides to advanced tutorials and learn-by-example walkthroughs, we have plenty of resources to help make your art shine.
Est. reading time: 17 minutes
Here is write about FR and DR
If you're a developer of 3D games, then you've probably come across the terms forward rendering and deferred rendering in your research of modern graphics engines. And, often, you'll have to...
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. It was first suggested by Michael Deering in 1988.
On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) using "render to texture". After this, a pixel shader com...
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