Physically Based Rendering

During a project at the NHTV, I was responsible for creating a Physically Based Rendering & Image Based Lighting solution for both PC platforms and the PlayStation 4.

Implementation

The Image Based Lighting part is heavily inspired by Unreal’s implementation using prefiltered, hammersley environment maps and the BRDF look-up-texture. As our artists didn’t have enough time to fully tweak out the physical materials, I’d rather re-create what I have created here in my WebGL renderer to show its full potential.

The pipeline was very much like Unity’s/Unreal’s pipeline for PBR materials, so that artists could export straight from Substance Painter into our engine.

Looking back

All in all, this is one of the projects I really learned a lot in. It was probably one of the first projects where I had to research the subject quite intensively, together with finding multiple real-life references to get the great look out of it.

Results

I am unfortunately having some trouble getting the old project to work. Most of the viewable content is in my demo reel on my main page. I will update my WebGL renderer as soon as possible to have a new, better implementation.