Just want to see the demo? Click the link below. Warning: it loads quite a few images, some of which are ~10MB, so may take some time to load (it does report loading progress though):
More Info
There is a great PBR (Physically Based Rendering) tutorial at: https://learnopengl.com/#!PBR/Theory
I followed that tutorial, making a WebGL PBR implementation as I went, but also making some C++ for pre-integrating diffuse and specular IBL (Image Based Lighting) and making the splitsum texture.
Pre-integrating the diffuse and specular (and using the splitsum texture) allows you to use an object’s surroundings as light sources, which is more in line with how real life works; we don’t just have point lights and directional lights in the real world, we have objects that glow because they are illuminated by light sources, and we have light sources which are in odd shapes.
It’s possible that there are one or more math errors or bugs in the C++ as well as my WebGL PBR implementation. At some point in the future I’ll dig deeper into the math of PBR and try and write up some simple blog posts about it, at which point I’ll be more confident about correctness other than “well, it looks right…”.
The source code for the C++ pre-integrations are on github:
IBL Diffuse Cube Map Integration
IBL Specular Cube Map Integration + Split Sum Texture
The WebGL PBR implementation is also on github:
WebGLPBR
Here are some screenshots:
Links
Learn WebGL2:
https://webgl2fundamentals.org/
Free PBR Materials:
http://freepbr.com/materials/rusted-iron-pbr-metal-material-alt/
PBR Links:
https://learnopengl.com/#!PBR/Theory
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
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