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Physically Based Rendering (PBR)

Creating a realistic physics-based renderer to simulate light and materials more in line with the real world, in OpenGL.

These studies are following the guidelines presented on the book LearnOpenGL.

Results

Spheres 1 1. Changing the metallic and roughness properties of the materials.

Spheres 2 2. Using maps (textures) to acquire the material properties.

Spheres 3 3. Changing the metallic and roughness properties of the materials, using maps to capture the environment lighting (IBL).

...for some materials

Rusted Iron Sphere Rusted iron.

Gold Sphere Gold.

Plastic Sphere Plastic.

Notes

The intention of this repository is to register the progress of the studies over the PBR, using OpenGL. For now, just a small taste towards the comprehension of this theme, but with nice results...