Physically based rendering is a well-known concept these days and is the basis for photo-realistic rendering. The basic idea is to follow the physics of light and how it interacts with materials in real-world, in the rendering pipeline.

unity-2014-06-18-21-31-10-91
My custom PBR solution used in our Raze Roshan game

I developed a physically based deferred rendering and lighting solution for Unity featuring:

  • Used sub-sampling for G-Buffer to pack more material properties, and illumination
    buffer to support colored specular reflections
  • Indirect illumination solution based on a mix of parallax corrected reflection probes, screen-space directional occlusion and reflections, and object-space PRT

 

Below is some of  the reference material tests that was done for both shading quality test and artists’ training.

Advertisements

2 thoughts on “Physically Based Rendering

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 )

Google+ photo

You are commenting using your Google+ 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 )

Connecting to %s