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PBR hall way
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HaydenD100 committed Aug 20, 2024
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Expand Up @@ -5,7 +5,7 @@ https://github.com/HaydenD100/3dEngine2.0

### 3D Engine 2.0 2024/August/20
The Rendering pipeline is now using Physicaly Based Rendering (PBR), PBR is a rendering method that is based off the The microfacet model, this model explains that all surfaces are made out of bumbs and are never completly flat, the Normal of a surfacce is just the avreage between those bumbs, The roughness value allows you to tell the renderer how bumpy this surface is, PBR also allows metalic materials that refelct more light. this allows materials to have Metalic and Roughness values instead of just the sepular map I was using before,The Rendering pipeline is now using Physically Based Rendering (PBR), PBR is a rendering method that is based off the The microfacet model, this model explains that all surfaces are made out of bumps and are never completely flat, the Normal of a surface is just the average between those bumps, The roughness value allows you to tell the renderer how bumpy the surface is, PBR also allows metallic materials that reflect more light. This makes the lighting feel realistic as the roughness and metallic values are based on real values. Other changes have been switching to HDR color values; this makes brighter areas brighter because we don't have to clamp the colors to LDR (0-1). Gamma correction was also added to make color consistent over all screens. The rendering pipeline does have to be optimized but this is about as good as the graphics are going to get as I don't want to have the framerate suffer.
![screenshot](https://github.com/HaydenD100/3dEngine2.0/blob/Bullet3-physics/github/screenshots/PBR.png)
![screenshot](https://github.com/HaydenD100/3dEngine2.0/blob/Bullet3-physics/github/screenshots/PBR_Hallway.png)


### 3D Engine 2.0 2024/August/16
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