Chapter 6: Physically Based Rendering Using the glTF2 Shading Model
This chapter will cover the integration of Physically Based Rendering (PBR) into your graphics pipeline. We use the Graphics Language Transmission Format 2.0 (glTF 2.0) shading model as an example. PBR is not a single specific technique but rather a set of concepts, like using measured surface values and realistic shading models, to accurately represent real-world materials. Adding PBR to your graphics application or retrofitting an existing rendering engine with PBR might be challenging because it requires multiple big steps to be completed and work simultaneously before a correct image can be rendered.
Our goal here is to show how to implement all these steps from scratch. Some of these steps, such as precomputing irradiance maps or bidirectional reflectance distribution function (BRDF) lookup tables (LUTs), require additional tools to be written. We are not going to use any third-party tools here and will show...