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ivokabel
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dx11renderer
A simple DirectX 11 renderer.
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PBR metalness material
#11
Closed
ivokabel
closed
3 years ago
ivokabel
commented
5 years ago
Related to #10
[x] Workflow switch & metallness shader stub
Add metal/roughness texture
[x] Texture
[x] Compound const factors: LoadFactor() + LoadTexture()
Implement brdf:
PBR metalness
,
Advanced mat
[x] Approximate using specular blinn-phong
[x] Draft implementation
[x] Presentation
[x] Debugging shader
Polish implementation: high specularity, numericals, bloom, etc.
[x] Fireflies and dark edges
[x] Black squares when bloom is on
Test scenes:
MetalRoughSpheres
,
MetalRoughSpheresNoTextures
Appendix B: BRDF Implementation
Khronos Sample Viewer
[x] Presentation
Ambient integral approximation;
[x] Basic implementation
Better layering (after linear workflow #14)
How to combine diffuse and specular
Smooth Refraction Approximation Layered Model
Filamet: Clear Coat Model
Implementation
[x] Testing scene
[x] Smooth refraction approximation
[x] Ambient approximation
[x] Rough refraction approximation
[x] Optimization: precomputation, …
Presentation
[x] Add some nice new scene
[x] Increase light/exposure of scenes
[x] Create comparisons
Better view presets?
[x] Twitter
[x] Update readme.md
Energy conservation (#39)
Multiply const factors within shader (do not pre-multiply)
Base colour
[x] Testing scene: three spheres – texture/factor/texture*factor
[x] Remove pre-multiplication
[x] Pass constant to shader
[x] Add multiplication in shader
[x] Metal&rough
Extras in #45
...
D3DX_IsNan
ivokabel
commented
3 years ago
Ta daaa
Related to #10
Extras in #45
...D3DX_IsNan