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Physically based render equations

Physically Base Render : Equation playground

The online 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:

  • edit and see shader
  • edit and see term with equation
  • save & share materials using values from http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
  • more lights
  • IBL & area lights
  • tiled/forward/deferred

Thanks

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

Sources

The Book

PBR Equation details

  • http://graphicrants.blogspot.ca/2013/08/specular-brdf-reference.html
  • http://simonstechblog.blogspot.fr/2011/12/microfacet-brdf.html

PBR Siggraph Courses

  • http://blog.selfshadow.com/publications/s2013-shading-course/
  • http://blog.selfshadow.com/publications/s2012-shading-course/
  • http://renderwonk.com/publications/s2010-color-course/
  • http://renderwonk.com/publications/s2010-shading-course/

PBR reading lists

  • http://lousodrome.net/blog/light/2011/12/27/readings-on-physically-based-rendering/
  • http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

Related Blog posts on PBR & CG

  • http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
  • http://blog.selfshadow.com/2011/07/22/specular-showdown/
  • http://renderwonk.com/blog/index.php/archive/distribution-based-brdfs/
  • http://www.thetenthplanet.de/archives/255
  • http://c0de517e.blogspot.fr/2013/12/notes-on-epics-area-lights.html
  • http://mmikkelsen3d.blogspot.fr/2011/12/so-finally-no-tangents-bump-demo-is-up.html
  • http://colinbarrebrisebois.com/category/reoriented-normal-mapping/
  • http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/
  • http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/
  • http://filmicgames.com/archives/581
  • http://mycodefit.com/?p=52
  • http://www.realtimerendering.com/blog/deferred-lighting-approaches
  • http://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future/
  • http://gameangst.com/?p=441
  • http://graphicsrunner.blogspot.co.uk/search/label/Dual-Paraboloid
  • http://fgiesen.wordpress.com/category/graphics-pipeline/
  • http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/
  • http://www.realtimerendering.com/index.html
  • https://github.com/YuqinShao/Tile_Based_WebGL_DeferredShader
  • http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/
  • http://alteredqualia.com/xg/examples/deferred_tubelights.html
  • http://diaryofagraphicsprogrammer.blogspot.fr/2013/09/call-for-new-post-processing-pipeline.html

Brdf Explorer

  • [webgl](http://patapom.com/topics/WebGL/BRDF/ + same author wiki http://wiki.nuaj.net/index.php?title=BRDF)
  • [disney] (http://www.disneyanimation.com/technology/brdf.html) + instructions
  • bv

Papers list..

Origins

open source research-oriented rendering system

  • https://github.com/mmp/pbrt-v2 (from the book)
  • https://www.mitsuba-renderer.org/