{"height":"190","author_name":"hanecci","version":"1.0","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","url":"https://hanecci.hatenadiary.org/entry/20140419/p15","image_url":null,"author_url":"https://blog.hatena.ne.jp/hanecci/","blog_url":"https://hanecci.hatenadiary.org/","provider_name":"Hatena Blog","title":" Link collection of Ambient BRDF","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20140419%2Fp15\" title=\" Link collection of Ambient BRDF - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","categories":["PBR","BIB"],"provider_url":"https://hatena.blog","type":"rich","width":"100%","published":"2014-04-19 00:00:06","description":"\"Lighting Killzone : Shadow Fall\" \"Moving to the Next Generation - The Rendering Technology of Ryse\" @ GDC2014 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0 \"Real Shading in Unreal Engine 4 (Brian Karis) SIGGRAPH2013\" \"Practical Implementation of Physically-Based Shading Models at tri-Ace (Yoshiharu Gotanda) SIG\u2026"}