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.

My custom PBR solution used in our Raze Roshan game

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

  • An innovative real-time compressed G-Buer and illumination buer supporting more material properties and coloured specular reflections
  • Indirect illumination solution based on a mix of reflection probes that are parallax corrected and occluded using voxel ray casts, screen-space directional occlusion using spherical harmonics, screen-space reflections and refractions, and object-space PRT


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


2 thoughts on “Physically Based Rendering

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