All Questions
5
questions
3
votes
0
answers
653
views
Comparing different sampling methods for GGX IBL
I have made a demo that shades a sphere with an environment map. I wanted to compare 3 different ways of sampling the environment.
Uniform sampling.
Importance sampling with the NDF as suggested in ...
0
votes
1
answer
538
views
What is wrong with my metallic PBR shader?
I feel like my light conservation math isn't correct, but I am not sure which part is wrong.
Is reflected light supposed to influence the diffuse light?
Does metalness only affect the reflected ...
3
votes
1
answer
385
views
Strange dark spot when lighting in deferred rendering PBR shaders
It's probably something obvious but there seems to be a strange issue with lighting in my pipeline. I'm trying to keep everything in world space at the moment for simplicity but cannot figure out what'...
14
votes
1
answer
1k
views
Confused with PBR implementations
I'm discovering the wonderful world of math and I'm hitting a huge wall with PBR and naming so I have a few questions:
As far as I understand BRDF describe how a material react to light (incoming ...
2
votes
1
answer
449
views
Bug: Overly Sharp Highlights in PBR
I'm still working on my BRDF equations. Theoretically, all equations are correct, but the hilights are super sharp. I'm not sure if this is a result of me not using Image-Based Lighting (I currently ...