First Physically Based Shading tests

Last days I spend for reading some papers for new lighting method for me which called Physically Based Shading.It is already inside UE4 or CryEngine , now its time to insert it in my engine.The main algorithm is the same but I have to find ways for optimize because its to expensive to have a lot of light probes inside realtime day-night lighting system.

More info you can find here:

www.pbrt.org

www.marmoset.co/toolbag/learn/pbr-theory

Advertisements
This entry was posted in Anyhow Engine and tagged . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s