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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

A physically-based reflection model


Physically-based rendering or PBR is an umbrella term that encompasses tools and techniques that make use of physically-based models of light and reflection. The term itself is somewhat loosely defined, but can generally be described as a shading/reflection model that tries to model the physics of light interacting with matter as accurately as possible. The term may mean slightly different things to different people, but for our purposes, we are interested primarily in how it differs from the Phong and the Blinn-Phong reflection models.

The Blinn-Phong model is an empirical model of reflection based on observation. A PBR model could also be considered an empirical model, but in general, it is more detailed and accurate with regards to the physics of the interaction being represented. The Blinn-Phong model uses a few parameters which are not physically based but produce effective results. For example, separating the light intensity into three (or two) separate...

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