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Support this channel via a special purpose donation to the Georgia Tech Foundation (GTF210000920), earmarked for my work: • [OLD] Support This Channel via a Special P... There's several places in the video where I refer to this as Lecture 6, but that's an error; this is actually the seventh lecture of the Summer 2020 offering of GPU Programming for Video Games at Georgia Tech. Tech ran all courses in a "distance learning" format this semester because of the Coronavirus. Since I was going to be recording these lectures anyway, I figured I'd stick them on youtube in case other folks find them useful. I also reused this lecture in later semesters. The first version of the set of slides used here was prepared many years ago by Prof. Hsien-Hsin Sean Lee. 0:00 -- Introduction 1:48 -- Physically-based rendering 3:14 -- Which is real? 4:48 -- John Hable 5:37 -- Elements of PBR 8:20 -- Light sources 9:36 -- Vector notation 11:33 -- Diffuse lighting 12:40 -- Lambert's cosine law 15:00 -- Specular lighting 16:01 -- BRDFs 18:27 -- Reciprocity 19:13 -- Energy conservation 20:53 -- Attenuation 21:52 -- Spotlights