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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-pbr | PBR (Physically Based Rendering) | 10_Wiki/Topics | verified | self |
|
none | A | 0.95 | applied |
|
2026-05-10 | pending |
|
PBR (Physically Based Rendering)
매 한 줄
"매 빛-표면 상호작용을 물리법칙(에너지 보존, microfacet, Fresnel)에 따라 모델링". 매 2014 Disney/Burley BRDF + Unreal/Frostbite 의 industry standardization → 매 2026 의 모든 real-time 엔진의 default. 매 metallic-roughness workflow 의 universal.
매 핵심
매 핵심 원칙
- 에너지 보존: 매 reflected + transmitted ≤ incoming.
- Fresnel: 매 grazing angle에서 reflectance ↑.
- Microfacet: 매 표면을 미세 mirror 의 분포로 모델 (NDF + G + F).
- Linear-space lighting: 매 sRGB → linear → tonemap.
매 BRDF 구조 (Cook-Torrance)
f = kd * Lambert + ks * (D * G * F) / (4 * NoL * NoV)
- D: Normal Distribution Function — Trowbridge-Reitz GGX (default).
- G: Geometry / Shadowing — Smith / Schlick-GGX.
- F: Fresnel — Schlick approx.
- kd: diffuse weight = (1 - F) * (1 - metallic).
매 workflow
- Metallic-Roughness (Unreal, glTF, Substance default): albedo + metallic + roughness + normal + ao.
- Specular-Glossiness (legacy): 매 deprecated.
- Clearcoat / Sheen / Anisotropy / Subsurface = 매 extensions (glTF KHR_*).
매 IBL (Image-Based Lighting)
- 매 environment HDR → 매 prefiltered specular cubemap (split-sum approximation) + 매 diffuse irradiance.
- 매 BRDF LUT (NoV × roughness) precompute.
💻 패턴
Core PBR PS (HLSL, UE-style)
float3 F_Schlick(float3 F0, float VoH) {
return F0 + (1 - F0) * pow(1 - VoH, 5);
}
float D_GGX(float NoH, float a) {
float a2 = a * a;
float d = NoH * NoH * (a2 - 1) + 1;
return a2 / (PI * d * d);
}
float V_SmithGGX(float NoV, float NoL, float a) {
float a2 = a * a;
float gv = NoL * sqrt(NoV * NoV * (1 - a2) + a2);
float gl = NoV * sqrt(NoL * NoL * (1 - a2) + a2);
return 0.5 / (gv + gl + 1e-5);
}
float3 PBR(float3 albedo, float metallic, float roughness,
float3 N, float3 V, float3 L, float3 lightColor) {
float3 H = normalize(V + L);
float NoL = saturate(dot(N, L));
float NoV = saturate(dot(N, V));
float NoH = saturate(dot(N, H));
float VoH = saturate(dot(V, H));
float a = roughness * roughness;
float3 F0 = lerp(0.04, albedo, metallic);
float D = D_GGX(NoH, a);
float V_ = V_SmithGGX(NoV, NoL, a);
float3 F = F_Schlick(F0, VoH);
float3 spec = D * V_ * F;
float3 kd = (1 - F) * (1 - metallic);
float3 diff = kd * albedo / PI;
return (diff + spec) * lightColor * NoL;
}
IBL (split-sum)
float3 IBL(float3 N, float3 V, float roughness, float3 albedo, float metallic,
TextureCube prefiltered, Texture2D brdfLUT, TextureCube irradiance) {
float NoV = saturate(dot(N, V));
float3 R = reflect(-V, N);
float3 F0 = lerp(0.04, albedo, metallic);
float3 F = F_Schlick(F0, NoV);
float mip = roughness * 6.0; // 매 mip count - 1
float3 specIBL = prefiltered.SampleLevel(s, R, mip).rgb;
float2 brdf = brdfLUT.Sample(s, float2(NoV, roughness)).rg;
float3 spec = specIBL * (F * brdf.x + brdf.y);
float3 kd = (1 - F) * (1 - metallic);
float3 diff = kd * albedo * irradiance.Sample(s, N).rgb;
return diff + spec;
}
glTF PBR material loader (Three.js / WebGPU)
const mat = new THREE.MeshPhysicalMaterial({
map: albedo, // sRGB
metalnessMap: metalRough, normalMap: normal,
roughnessMap: metalRough, // packed: G=rough, B=metal (glTF spec)
aoMap: ao,
clearcoat: 0.5, clearcoatRoughness: 0.1, // KHR_materials_clearcoat
sheen: 0.3, sheenColor: new THREE.Color(0xff8888), // KHR_materials_sheen
});
Disney "Principled" BSDF param mapping
# Blender Principled BSDF — 매 artist-friendly
mat.inputs["Base Color"] = albedo
mat.inputs["Metallic"] = metallic # 0 dielectric, 1 metal
mat.inputs["Roughness"] = roughness # 0 mirror, 1 chalk
mat.inputs["IOR"] = 1.5 # dielectric F0 = ((ior-1)/(ior+1))^2
mat.inputs["Specular IOR Level"] = 0.5 # 매 dielectric strength
mat.inputs["Coat Weight"] = 0.0
mat.inputs["Sheen Weight"] = 0.0
mat.inputs["Subsurface Weight"] = 0.0
Texture authoring rules
albedo: sRGB, no lighting baked, dielectric ≥ 30 sRGB, metal ≥ 200 sRGB
metallic: linear, binary 가까이 (0 or 1) — 매 dielectric/metal 의 mix X
roughness: linear, 0.04 floor (perfect mirror 회피)
normal: linear, OpenGL or DirectX convention 통일
ao: linear, multiplied with diffuse only
매 결정 기준
| 상황 | Approach |
|---|---|
| Real-time game | Metallic-Roughness GGX + IBL |
| Skin / wax | + Subsurface scattering |
| Car paint / lacquer | + Clearcoat |
| Cloth / velvet | + Sheen |
| Brushed metal / hair | + Anisotropy |
| Path-traced offline | Disney Principled (super-set) |
기본값: 매 GGX + Smith + Schlick + metallic-roughness + IBL split-sum.
🔗 Graph
🤖 LLM 활용
언제: 매 photoreal real-time/offline rendering. 매 cross-engine asset (glTF). 매 artist 의 physical intuition. 언제 X: 매 stylized non-photoreal (NPR/toon) — 매 PBR 위에 override 또는 별도 model.
❌ 안티패턴
- gamma 안 맞춤: 매 albedo 의 linear 처리 → 매 wash-out / overbright.
- Metallic 0.5: 매 binary 가까이가 정답. 0.5 = 매 무의미 (전이 영역 없음).
- Roughness 0.0: 매 NaN / fireflies. floor 0.04 + clamp.
- AO multiplied with specular: 매 specular AO 별도 계산 필요.
- F0=0.04 for everything: 매 metal은 albedo 색이 F0.
🧪 검증 / 중복
- Verified (Disney 2012 Burley paper, UE5 docs, Filament PBR pipeline doc, glTF 2.0 spec, Real-Time Rendering 4th ed).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Cook-Torrance + IBL + glTF workflow |