In this video I will show you the basics of PBR and how to implement it into your 3D renderer.
*Discord Server*
https://discord.gg/NtPwH5BCfb
*Patreon*
https://www.patreon.com/victorgordan
*Timestamps*
00:00 Intro
00:10 PBR Traits
01:51 The Rendering Equation
03:57 The BRDF
05:21 Diffuse Lighting
06:05 Specular Lighting
07:16 Normal Distribution Function
07:59 Geometry Shadowing Function
09:06 Fresnel Function & Overview
09:20 Rules of thumb
09:56 Implementation
12:23 Metals
13:03 Implementation Overview
13:16 Outro & Questions
*References*
https://learnopengl.com/PBR/Theory
http://www.codinglabs.net/article_physically_based_rendering_cook_torrance.aspx
https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function
https://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
https://www.gamedev.net/blogs/entry/2260986-the-rendering-equation/
https://computergraphics.stackexchange.com/questions/3946/correct-specular-term-of-the-cook-torrance-torrance-sparrow-model
https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
https://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
#computergraphics #CG #PBR