
A quick look at Physically-Based Rendering (Part 1 of a series)
Hello there, internet! For my first blog post, I'm going to talk about how I've tackled Physically-Based Rendering (PBR) in my own graphics engine. This post is not meant to be a tutorial, and assumes the reader already understands the concepts and math used. If you want a quick rundown of the process, here is a good tutorial (and the basis for my current work). So, first, to the drawing board. What exactly do we need for PBR? 1. Diffuse term (N * L) 2. Specular term a. Cook/