# Kaiyum

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1. ## Unity 5 - Beginner Programming: Worrying about lighting

So you have a long cave, at every end, there is mountain? I am not getting the exact question of yours. So it is tough to answer. Can you elaborate your question(or problems) a bit further?

3. ## Theory of PBR lighting model[and maths too]

Thanks guys :) I have got the RTR book, I am so in love with it! :rolleyes: Onto the forth chapter, the book is so nice explaining the things in a nice manner! So far, its a good read. I will come back after I finish it shortly :P.
4. ## Theory of PBR lighting model[and maths too]

I am familiar with these ideas, though they are high school physics topics, lets test my nostalgia  :)   A. Applicable only for mirror like surface. For rough surface, the angle of incident and the angle of reflection will not be same, is it? C. True that B. True that D. True that too!    For calculus I know how to differentiate and integrate. Differentiation is like trying to obtain a change of certain property with respect to another property. Differentiation of velocity with respect to time is called force(actually force * constant, F = ma). Integration is one kind of addition over certain property. Addition of bread slices over its length is the whole yammy bread cake.  :D   The partial differential comes into the scene when a property changes depending upon many properties simultaneously. For example, a game's success depends upon art, gameplay programming, graphics programming, marketing, engine programming etc. X is dependent of Y and Z and T. Though I forgot how to obtain differentials, in this case. taking Y and Z constant and make T variable + taking Y and T constant and make Z variable......something like that.   I had a rough journey over probability too, the bayes theorem, combination and permutations, nPr, nCr.......   I sense the whole book is about generating rays at the camera, and shooting them towards the scene and letting them to propagate. And calculate the final pixel value when it hits back the camera. The idea is, we see things only when the light comes into our eyes? So the ray must come into our camera, camera is our eyes. Is this the scheme of the whole book?   Then I must say, it has near zero practical value to my field as I will have to implement it on GPU. I know how fragment-vertex shader works roughly. I also know how we can GPGPU things via direct compute. But to implement a lighting model I have to understand the model. Lambartian lighting model is easy, but this PBR is making my life hell  :mellow:   The book describe the whole system in its weird language, not event c++, --- ramsey(can't remember the name). I do not want the codes. I just want the theory to be explained in a nice manner so that I can implement this on the engine of my choice, platform of my choice, graphics library of my choice.
5. ## Theory of PBR lighting model[and maths too]

Hi, I have been doing self study on many lighting models. I have been through a really tough time understanding PBR shaders. It looks like that I need some theory along with some maths. Consider my graduations out of anything near CS/CSE. I have got the book stated here.   But I am having tough time swallowing that book. I know some c++, and prominently I write on java/c#. But a language agnostic resource is a good candidate for me. I just want to know this "PBR thing", in detail enough to implement it, on my own environment.   Any light of respective theory and math, to understand the in-out of PBR would highly help me, anyone? :)