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A minimalistic yet powerful Physically Based Rendering (PBR) implementation, showcasing advanced techniques in Image Based Lighting (IBL) lighting using OpenGL.

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IBL (Physically-Based Rendering - Image Based Lighting) ✨

IBL Preview

PBR is a state-of-the-art rendering technique used in modern graphics applications and game engines. This repository contains a minimalistic implementation that showcases both diffuse lighting and image-based lighting techniques.

🌟 Features

  • Diffuse Lighting: Achieve a realistic representation of light interaction with surfaces.
  • Specular Lighting & Split-sum Approximation: Advanced techniques to capture intricate light reflections.
  • OpenGL Renderer: Leverage the power of GPU to render complex scenes in real-time.
  • Modular Architecture: Separate components for easy extension and experimentation.

📦 Prerequisites

  • OpenGL
  • GLFW3
  • ASSIMP

🎨 Assets

🚀 Note: Make sure to place the downloaded assets in the appropriate directories before running the project.

🛠️ Building the Project

  1. Clone this repository: git clone https://github.com/PixelSenseiAvi/LightingInPBR.git
  2. Navigate to the project directory: cd PBR
  3. Create a build directory and navigate to it: mkdir build && cd build
  4. Generate the project files: cmake ..
  5. Build the project: cmake --build . --config Release

🚀 Usage

Once compiled, you can run the executable PBR from the build directory.

📚 Resources & References

For those keen on diving deep into the science and maths behind PBR, here are some invaluable resources:

[Physically-Based Rendering: From Theory to Implementation](https://www.pbrt.org/)
[Real-Time Rendering, Fourth Edition](https://www.realtimerendering.com)

🤝 Contributing

Contributions are welcome! Feel free get in touch.

📄 License

This project is licensed under the MIT License. See the LICENSE file for details.

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A minimalistic yet powerful Physically Based Rendering (PBR) implementation, showcasing advanced techniques in Image Based Lighting (IBL) lighting using OpenGL.

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