Skills:
Physical Based Shading, Global Illumination, BRDF (Bidirtional Reflectance Distribution Function), Disney PBR Principal

Tools:
C++, OpenGL, GLFW, GLM

What I learned:
 ∙​​​​​​​ Created iridescent car paint shader using HLSL
 ∙​​​​​​​ Achieved knowledge on how to drape 3D cloth and simulate it in a real-time engine.
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Responsible for: 
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Instanced Rendering
 ∙​​​​​​​ I utilized instanced rendering to optimize the performance of scenes with many identical objects, reducing draw calls and memory usage.
 ∙​​​​​​​ This approach is ideal for large-scale environments like crowds or forests, maintaining visual quality
Physically Based Rendering
vec3 FinalColor = ( DiffuseBRDF + SpecularBRDF ) * LightIntensity * nDotL
DiffuseBRDF
kD * fLambert / PI
SpecularBRDF
kS * CookTorrance
D: Distribution Function​​​​​​​
G: Geometry Function
F: Fresnel Function ​​​​​​​
Albedo: 0.8
Roughness: 
Metallic:

Albedo:
Roughness: 
Metallic:
Albedo: 0.8
Roughness: 
Metallic:
Albedo: 0.8
Roughness: 
Metallic:
BRDF Concepts
Disney BRDF
It delves deeply into the "Disney Principled BRDF," which propelled the revolution in physically-based rendering, as well as the subsequent "Disney BSDF" proposed in 2015, providing analysis, summary, and refinement.
Disney BSDF
Solid Angle

Microsurface
The original BRDF model could no longer meet the requirements. As a result, Disney improved upon their previous Disney Principled BRDF and developed the Disney BSDF. This new model was officially introduced at SIGGRAPH 2015 through the talk "Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering."
Apple M1 Pro (16-core GPU)
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