OpenGL - PBR (physically based rendering)

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  • Опубліковано 12 чер 2024
  • 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.

КОМЕНТАРІ • 25

  • @harald9676
    @harald9676 2 роки тому +9

    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

  • @doriancorr
    @doriancorr 7 місяців тому

    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!

  • @zin3408
    @zin3408 4 роки тому +6

    i can not put into words how much i needed this
    thank you so much!

  • @Mcs1v
    @Mcs1v 4 роки тому +10

    Another well detailed rendering tutorial, nice job! ;)

  • @ashwanishahrawat4607
    @ashwanishahrawat4607 2 роки тому

    Thanks for the explanation the shading, technique and the code.

  • @NrNi9e
    @NrNi9e 4 роки тому +1

    Very good explanation, thanks!

  • @Vagelis_Prokopiou
    @Vagelis_Prokopiou 4 роки тому +1

    Thanks for the videos Brian. Really informative.

  • @whynot-vq2ly
    @whynot-vq2ly 4 роки тому +2

    I wish I could give more thumbs ups, thanks for this great explanation

  • @user-yc9xk7yw3g
    @user-yc9xk7yw3g Рік тому +1

    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)

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen 2 місяці тому

    "Finnell effect"
    I am dying

  • @beaumanVienna
    @beaumanVienna 2 роки тому +1

    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.

  • @stephenkamenar
    @stephenkamenar 2 роки тому

    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 роки тому

    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)?

  • @aussieexpat
    @aussieexpat 4 роки тому +3

    Pbr is so hot right now.

  • @GeorgeTsiros
    @GeorgeTsiros 11 місяців тому

    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?

  • @thehambone1454
    @thehambone1454 Рік тому

    How would PBR work for one directional light, this is for just point lights, correct?

    • @baileyharrison1030
      @baileyharrison1030 3 місяці тому +1

      Use the directional light direction vector directly as the light vector. Ie, don’t subtract it from the fragment position

  • @Antagon666
    @Antagon666 Рік тому

    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 3 місяці тому

      Confuses me too. Though I’ve noticed most shaders calculate the view vector as pointing away from the fragment instead of towards.

  • @yep9620
    @yep9620 3 роки тому +3

    Based you say?

  • @libsadiki
    @libsadiki 2 роки тому +1

    First! on Feb. 28, 2022 that is...

  • @papercolor8259
    @papercolor8259 4 роки тому

    very 666