OpenGL - PBR (physically based rendering)

  Рет қаралды 29,703

Brian Will

Brian Will

Күн бұрын

Code samples derived from work by Joey de Vries, @joeydevries, author of learnopengl.com/
All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.

Пікірлер: 25
@harald9676
@harald9676 2 жыл бұрын
I went through several of your OpenGL videos last night. I have to say you present some of the most clear and correct content on the topic I have ever come across. No waffling, straight to the point and easy to understand. Thank you
@zin3408
@zin3408 4 жыл бұрын
i can not put into words how much i needed this thank you so much!
@Mcs1v
@Mcs1v 4 жыл бұрын
Another well detailed rendering tutorial, nice job! ;)
@ashwanishahrawat4607
@ashwanishahrawat4607 2 жыл бұрын
Thanks for the explanation the shading, technique and the code.
@doriancorr
@doriancorr 6 ай бұрын
Brian, I greatly appreciate the work you put into this subject and the accompanying book. It is concise, explained well and most of all touches on topics without over complicating them. Kudos to you!
@Vagelis_Prokopiou
@Vagelis_Prokopiou 4 жыл бұрын
Thanks for the videos Brian. Really informative.
@NrNi9e
@NrNi9e 4 жыл бұрын
Very good explanation, thanks!
@whynot-vq2ly
@whynot-vq2ly 4 жыл бұрын
I wish I could give more thumbs ups, thanks for this great explanation
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Ай бұрын
"Finnell effect" I am dying
@user-yc9xk7yw3g
@user-yc9xk7yw3g Жыл бұрын
If i'm not mistaken, the division by PI in the diffuse component and division by 4 * NdotL * NdotV is the normalization factor for keeping our NDF normalized (equal to 1)
@stephenkamenar
@stephenkamenar 2 жыл бұрын
finally. i always wondered what pbr was. was it gpu hardware, a specific shader, or just a loose guide for standardizing material properties
@beaumanVienna
@beaumanVienna 2 жыл бұрын
5:50 k is a function of alpha, (alpha+1)^2/8 for a direct light source and alpha^2/2 for image-based lighting Regarding the term GGX, this is so funny, it cracks me up every time I see it. Nobody knows what it means. As in not a single person on earth. My theory: the guy who invented it was drunk and wrote it down. The next morning, he couldn't remember anything but still sent the paper to Disney. That's what happened.
@beaumanVienna
@beaumanVienna 2 жыл бұрын
The line kD = 1.0 - metallic threw me off at first, but maybe now I understand. So kD+kS=1 is for dielectrics, however, conductors have also some kind of a grounding term (e.g. kD+kS+kConductiveGrounding=1)?
@GeorgeTsiros
@GeorgeTsiros 10 ай бұрын
4:18 how can the sphere reflect light from a point of its surface that is not even exposed to light? images for α 0.1, 0.3 and 0.5 i can accept, but 0.8 and 1.0 must be incorrect?
@aussieexpat
@aussieexpat 4 жыл бұрын
Pbr is so hot right now.
@Antagon666
@Antagon666 Жыл бұрын
What boggles my mind: is not a N dot V always negative ? Since N points outwards of object and V inwards, so the angle is always greater than 90° isn't it ?
@baileyharrison1030
@baileyharrison1030 2 ай бұрын
Confuses me too. Though I’ve noticed most shaders calculate the view vector as pointing away from the fragment instead of towards.
@thehambone1454
@thehambone1454 Жыл бұрын
How would PBR work for one directional light, this is for just point lights, correct?
@baileyharrison1030
@baileyharrison1030 2 ай бұрын
Use the directional light direction vector directly as the light vector. Ie, don’t subtract it from the fragment position
@yep9620
@yep9620 3 жыл бұрын
Based you say?
@papercolor8259
@papercolor8259 4 жыл бұрын
very 666
@samuelrasquinha6712
@samuelrasquinha6712 3 жыл бұрын
what the heck?
@papercolor8259
@papercolor8259 3 жыл бұрын
@@samuelrasquinha6712 which means heck amazing
@libsadiki
@libsadiki 2 жыл бұрын
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