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Physically based render equations

Home Page: http://kuranes.github.io/physically_base_render_test/

CSS 3.41% HTML 0.61% JavaScript 51.72% GLSL 44.27%

physically_base_render_test's Introduction

Physically Base Render : Equation playground

Done:

  • tweak roughness dielectric diffuse/alberdo specular
  • Select equation term by term
  • Select model and textures
  • tweak color, light and gamma
  • shader reload
  • enable/disable textures (diffuse/roughness/metallic/hdrenv)

Todo:

Thanks

Alexandre Pestana for the idea, dx11 shader implementations of a pbr_viewer

Sources

The Book

PBR Equation details

PBR Siggraph Courses

PBR reading lists

Related Blog posts on PBR & CG

Brdf Explorer

Papers list..

Origins

open source research-oriented rendering system

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