6 Physically Based Rendering Using the glTF 2.0 Shading Model
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This chapter will cover the integration of physically based rendering (PBR) into your graphics applications. We use the glTF 2.0 shading model as an example. PBR is not a single specific technique but rather a set of concepts, like using measured surface values and realistic shading models, to accurately represent real-world materials. Adding PBR to your graphics application or retrofitting an existing rendering engine with PBR might be challenging, as it requires multiple big tasks that work simultaneously before a correct image can be rendered.
- Our goal here is to show how to implement all these steps from scratch. Some of these steps, like precomputing irradiance maps or bidirectional reflectance distribution function (BRDF) look-up tables, require additional tools to be written. We are not going to use any third-party tools here and will show how to implement...