This video is (hopefully) a gentle introduction to Physically Based Rendering (PBR) using OpenGL. The topic itself is complex and relies on many years of research (by other people ;-) ). I tried to explain the mechanics and give some intuition into why they work this way.
Resources:
* 'OpenGL Shading Language Cookbook - 3rd Ed' by David Wolff
* [ Ссылка ]
Timecodes:
0:00 Intro
0:49 What is PBR?
1:56 Simplified PBR equation
2:58 The BRDF
4:25 The Diffuse BRDF
6:47 The Specular BRDF
8:03 The Normal Distribution Function (GGX)
10:26 The Geometry Function (Schlick GGX)
12:11 The Fresnel Function (Schlick approximation)
14:23 Last two pieces of the PBR equation
14:44 Fragment shader code review
17:00 Outro
Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at [ Ссылка ]
Please visit [ Ссылка ] to see more of my tutorials on modern OpenGL.
Link to source: [ Ссылка ]
If you want to get the same version that was used in the video checkout the tag TUT_43_PBR.
OpenGL 4.6 specification: [ Ссылка ]
Credits:
Images:
* kordula vahle from Pixabay (lago federa)
* Pau Llopart Cervello from Pixabay (ring)
* [ Ссылка ]
* Clker-Free-Vector-Images from Pixabay
* OpenClipart-Vectors from Pixabay
* [ Ссылка ]
* [ Ссылка ]
* Anja-#pray for ukraine# #helping hands# stop the war from Pixabay
Videos:
* [ Ссылка ]
* [ Ссылка ]
* [ Ссылка ]
* [ Ссылка ]
Music:
"Sweet Heat" from [ Ссылка ]
Feel free to comment below.
Email: ogldev1@gmail.com
Instagram: @ogldev1
Github: [ Ссылка ]
Twitter: @ogldev
One time donations (Paypal): [ Ссылка ]
Patreon: [ Ссылка ]
Enjoy,
Etay Meiri
#opengl #ogldev #opengtutorials
![](https://i.ytimg.com/vi/XK_p2MxGBQs/maxresdefault.jpg)